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December  1987 

S2.95U.S. 
S3.95  Canada 


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k  "Finaify,  The  Right  Stuff  " 

-^^  \(^)\.  -NY  Times  (Aug.  25, 1987) 


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1987) 

Strap  yourself  into  Chuck  Yeager's  Advanced  Flight  Trainer" 

The  only  flight  simulation  co-designed  by  the  greatest  test 
pilot  ever.  And  with  action  so  fast,  even  experienced  pilots 
'auger  in!  The  right  stuff  is  nght  here. 


Test  the  limits  of  14  different 
aircraft  using  Yeager's  own 
evaluation  checklist.  From  the 
classicWWI  Sopwith  Camel  to 
themach-speedSR-71  Black- 
bird. Push  the  experimental 
XPG-12  to  the  edge  of  space. 


Fly  formation  on  Yeager's  wing 
through  Dead  Man's  Slalom. 
Catch  the  breathtaking  fear  of 
a  Hammerhead  stall,  the 
adrenaline  rush  of  an  aiteron 
roll.the  thrill  of  your  first 
Cuban  8. 


Race  computer  opponents 
through  white-knuckte 
courses.  Bolt  past  obstacles 
and  run  narrow  gates.  Skim 
the  ground  at  top  speed,  wing- 
to-wing  with  your  hval.View 
the  action  from  a  chase  plane 
or  the  tower 


Seat-of-the-pants  flying  in 
(he  only  simulation  with  over 
forty  years  of  experience. 
Yeager  insisted  on  actual  air- 
craft specs  and  his  own  flight 
evaluation  charts.  Climb  into 
the  cockpit  and  see  if  you've 
got  the  'right  stuff 


HOW  TO  ORDER:  Visit  your  relailer  or  call  BOO- 
STS- 4525  for  direct  VISA  or  MasterCard  orders 
(in  CA call  B0O-562-1II2)  The  direct  order 
price  IS  S39  95  for  the  IBM  version  and  $34.95 
for  '.lie  C64  version.  Send  s  US.  check  or 
money  order  to  Eiectronic  Arts  Direct  Sales. 
VO  Box  7530.  San  Mateo,  CA  94403  Add 
$3  lor  stiipping  and  handling  (S5  Canadian). 
Please  allow  I  -2  weeks  for  US  delivery  Coming 
tor  the  Apple  II,  IBM  is  a  registered  trademark 
of  International  Business  Mactiines.  Inc,  064  is 
a  registered  trademark  of  Commodore 
Electronics  Liimled.  Software  £1987  Ned  Lemer. 


PHOTO  COURTESY  NORTHROP  AVIATION/ALLEN  OUINM 
Headline  quote  f  1987  by  The  t^tew  York  Times  Company, 
Reprints  by  permission 


ELECTRONIC  ARTS® 


GIVE  YOUR  COMMODORE 
A  FLEET  TO  COMMAND! 


Fleet  System  2+  and  4  are  powerful,  easy  to  use  and 
inexpensive.  Both  Fleet  System  2+  for  your  Com- 
modore 64  and  Fleet  System  4  for  your  Commodore  128 
include  an  Integrated  Dictionary  and  Thesaurus. 

The  90,000  Word  Dictionary  is  the  largest  and  fastest 
available  for  the  C64/128  and  will  spell  check  a  ten  page 
document  In  just  45  seconds.  There's  even  room  for  an 
additional  10,000  "Custom"  words!  The  Integrated  The- 
saurus provides  thousands  of  synonyms  ("like"  words) 
and  antonyms  ("opposite"  words)  instantly! 

Fleet  System  2+  and  4  have  many  other  attractive 
features  such  as:  Extra  Text  Areas,  Mall  Merge,  Preview 


Fleet 
':    Filer^ 

Fleet 
System  2V 


■.Fleet 
\    Filer" 


AFSlsa— 


• 

System  4  ^^ 

$599s 

*PSI=~ 

"A"  Rating. 

-  Run  Magazine,  March,  1987. 


Function  and  the  ability  to  Insert,  Delete  and  Move  Text 
easily. 

Now  Fleet  System  2  +  and  4  are  easier  to  use  than  ever! 

You'll  find  it  much  easier  to  use  your  C64  with  such  Fleet 
System  2  +  features  as:  Pop-Down  Menus  for  easy  access 
to  all  functions,  Ability  to  Cut  and  Paste  by  words,  sen- 
tences or  paragraphs,  Built-in  Disk  Utilities  and  enhanced 
printer  support. 

If  you  are  a  C128  user.  Fleet  System  4  offers  such  powerful 
features  as:  Help  Screens,  Ram-Expansion  Support,  and 
On-Screen  Bold  and  Underline  in  Preview  to  Screen. 

Fleet  Filer  with  Fleet  System  2  +  and  4  at  no  extra  cost! 

Fleet  Filer  is  a  super-fast,  menu-driven  database  that 
handles  up  to  5,000  records  and  20  text  or  numeric  fields. 
In  addition.  Fleet  Filer  will  sort  records  and  input/output 
information  to  Fleet  System  2+  ,  4  and  most  major  word 
processors.  Fleet  Filer  can  also  be  purchased  separately 
for  only  $39,95. 

For  more  information,  or  the  name  of  the  dealer  nearest  you 
call:  1-800-343-4074. 


S7995 


PSI 


Professional  Software,  Inc. 
51  Fremont  Street 
Needham,  MA  02194 
(617)444-5224 


Reel  System  2  +  ,  4  and  Fleet  HIer  are  designed  and  written  by  Visiontronics  Group  Inc. 
Commodre  64  and  128  are  registered  trademarks  of  Commodore  Electronics  Ltd. 


N 


AHNG  MUSIC  iUS 
NEVER  BEEN  EASIER. 

Suddenly,  you're  o  rock  star.  Screecti- 
ing,  pulsating,  tti  robbing  with  sound.  You're 
playing  music  on  your  computer.  Ttiere's  on 
invisible  band  in  your  bedroom.  Your  parents 
don't  understand  you  anymore— and  you 
like  it! 

What  happened?  Yesterday  you  didn't 
know  0  treble  clef  from  o  tuba.  Today  you're 
creating  mistake -free  music  on  multiple  in- 
struments. You've  discovered  the  fsvolulion- 
ary  program  with  musical  intelligence. 
You've  discovered  Instant  Music.'" 


c 


REATE  COUR-CODED 
COMPOSITIONS. 


With  Instant  Music  you  con  actually  see 
the  music  you're  playing  with  color  bars  that 
appear  on  your  screen.  Featuring  over  o 
dozen  instruments  to  choose  from,  you  se- 
lect the  ones  you  want  lo  use.  Just  move 
your  joystick  or  mouse  to  draw  in  lines  of 
music.  It's  that  simple. 

You  can  compose,  too.  Instant  Music 
lets  you  copy  and  paste,  even  erase  your 
musical  ideas.  So  improvise  and  synthesize. 


Screen  sfiol  leprescms  C64  version 


Experiment  with  different  arrangements  or 
choose  from  40  built-in  songs — jazz,  reg- 
gae, even  classical. 


F 


ROM  SOLO  EXPRESSIONS 
TO  JAN  SESSIONS. 


open  your  concert  with  a  boss  guitar 
solo.  Then  rip  into  a  real-time  rock  oul  and 
jam  with  the  interactive  bond  inside  your 
computer.  Play  up  lo  three  instruments  of 
one  time.  And  for  really  awesome  effects, 
play  out  through  a  MIDI  keyboard.  The  sound 
will  blow  your  socks  off! 

"ITS  ONLY  ROCK'N'ROU" 
OISK  INCLUDED 

Jam-packed  with  over  50  rock  tunes 
from  the  'SOs  to  Now.  (Included  witti  C64 
version  ONLY.) 


H 


OW  TO  ORDER: 


I  VISIT  YOUR  RETAILER  OR  CALL  BOO-245-4525  FOR  DIRECr 
VISA  OR  MASTERCARD  ORDERS  (IN  CACALL  800  662  1112)  The 
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versions  S49.95  To  buy  ty  moil,  send  check  or  money  orfler  to 
EJeclronic  Arts.  Direcl  Soles,  P,0  Box  7530,  Son  Maieo.  CA  9'1403 
Adrl  S3  lor  shipping  and  hondling  (S5  ConoOion)  There  is  o  M-doy, 
mcfiey-back  guororMee  on  direcl  orders  instant  Music  ond 
It's  Onfy  Roct^'n'RrjII  ore  trademorks  ol  Eleclionic  Arrs 

INSTANT  NUSiC. 
THE  POWER  TO  PLAY. 


ELECTRONIC  ARTS^ 


Commodore 


mncnziHE 


DECEMBER  1987,  Volumes,  Number  12 


FEATURES 

LITTLE  NAMES  BEHIND  THE  BIG  NAMES  84 

Behind  every  great  program  is  a  long-working  dedicated 
programmer.  Here  are  the  thoughts  and  tales  of  three  of  them. 
by  Gary  V  Fields 

COVER  STORY 

BEST  OF  1987  65 

From  productivity  to  music  and  from  hardware  to  arcade  games, 
here  are  our  reviewers'  choices  for  the  top  software  and  hard- 
ware of  1987. 

COVER  PHOTO:  Chuck  Bartholomew 
Computer  Graphics:  Kara  Blohm 


DEPARTMENTS 

LEHERS 
NEWS 

TIPS  &  TRICKS 

Hints  for  Fun  and  Utility 

Compiled  by  Louis  F.  Sander 
Amiga  Tips  &  Tricks 

Compiled  by  Tim  Jones 

SOFTWARE  REVIEWS 

Talking  Coloring  Book  by  Gary  V.  Fields 

Legacy  of  the  Ancients  by  Russ  Ceccola 

Up  Periscope  by  Mark  Cotone 

Lurking  Horror  by  Russ  Ceccola 

Buyer's  Guide  To  Dvorak  Keyboard  Software  by  Rich  Budnick 

Sigma  7  by  Scott  A.  May 

P.J£.  by  Matt  Blais 

Superstar  Hockey  by  Mark  Cotone 

Digal  by  Tim  Jones 

ADVENTURE  ROAD 

Animated  Adventuring  In  Maniac  Mansion  byShayAddams 

TELECOMMUNICATIONS 

Inside  Q-Link  by  Robert  W.  Baker 


4 
8 

16 
18 


24 
26 
30 
34 
38 
40 
42 
44 
46 


48 


52 


TECHNICAL  TIPS 

Auto-Con  by  Buck  Childress 

128  USERS  ONLY 

128  Mode:  Big  League  Baseball  by  Mark  Jordan 

GRAPHICS  CONTEST  ANNOUNCEMENT 

AMIGA  UPDATE 

Amiga  Public  Domain  by  Gratiam  Kinsey 
AmigaBASIC  Tutorial  by  Tim  Jones 

GAME  PROGRAMS 

Cross- Search  by  Thomas  Hayes 

JIFFIES 

Compare-PGM  by  Michael  D.  Leidel 

HOW  TO  ENTER  PROGRAMS 
MAGAZINE  ENTRY  PROGRAMS 
ADVERTISERS'  INDEX 


88 
94 


100 

108 
132 

134 
136 


COMMODORE  MAGAZINE     3 


-TSP 


LETTERS 


lb  the  Editor 

While  most  are  quite  excellent  in  their 
topic,  one  must  admit  that  at  least  some  of 
the  articles  in  your  pages  are,  well,  "eso- 
teric." The  piece  "What  Happened  to  the 
Computer  Revolution?"  by  Dan  Gutman 
(September  Commodore  Magazine),  how- 
ever, was  ffiore  than  just  "computer-eso- 
teric." That  article  has  historical,  socio- 
logical and  philosophical  value  to  such  ex- 
tent that  I  was  able  to  get  my  wife  to  read 
it,  as  much  of  a  computer-hater  she  has 
become  over  the  years! 

One  point  has  me  a  bit  confused.  Gut- 
man  says  that  the  "personal  computer 
first  hit  the  market  in  1977."  I  assume  he 
means  the  "all-in-one-piece"  PET 
2001/8K  as  "S-100"  type  computers  were 
available  several  years  before  that  and 
some  of  us  would  argue,  clumsy  as  they 
might  have  been,  those  "earlier" 
machines  should  be  called  "personal 
computers." 

I  bought  the  first  PET  to  hit  Houston  — 
serial  number  000058!  I  am  almost  certain 
that  purchase  was  made  in  late  1976. 
Some  years  ago,  sadly,  I  decided  to  throw 
out  all  check  stubs  once  three  years  old,  so 
I  was  unable  to  find  a  dated  document 
which  would  prove  that.  A  year  or  so  later 
the  new  "full-si2ed  keybcai'd"  PET  2001- 
16N  showed  up  in  an  Ancrona  store  and  I 
soon  bought  a  (then)  new  2001-16N,  with 
a  2040  disk  drive  and  a  2022  printer.  I 
think  that  newer  equipment  was  bought 
in  '77,  maybe  early  78! 

I  might  argue  that  there  is  one  feature 
of  the  Commodore  computer  line  which 
seems  to  have  been  dropped  from  new  de- 
signs (although  1  think  it  is  still  present  in 
the  64?).  That  is  the  "PUP'  (Parallel  User 
Port).  Now  I  realize  only  a  relatively  smeill 
percentage  of  Commodore's  customers  can 
use  the  PUP,  but  those  of  us  who  can 
would  be  hard-pressed  to  try  to  interface 
the  other  "outputs"  from  the  machines  to 
do  the  same  things!  That  is  the  PUP  has 
special  attributes  which  make  it  very  nice 
for  "hackers,"  as  its  8  bits  can  be  individ- 
ually programmed  to  function  as  either 
inputs  or  outputs,  even  simultaneously. 
That  makes  it  super  for  "hacker  work." 
Sincerely, 
Jan  Rowland 
Houston,  TX 

Editorial  Response:  Well,  we  dug  back, 
and  talked  to  some  old  custor?}ers,  and  it 


looks  like  you  are  correct.  The  fust  PETs 
were  delivered  at  the  end  of  1976,  not  1977 
as  we  stated.  Our  compliments  on  your 
memory.  You'll  ako  be  happy  to  know  that 
although  we've  shortened  the  name  to  the 
User  Port,  the  parallel  user  port  or  'PUP" 
is  still  on  the  Commodore  64C  and  the 
Commodore  128  and  128D.  We  agree  that 
it  is  a  hacker's  delight,  and  in  fact,  we've 
been  running  a  series  of  articles  providing 
instruction  and  projects  for  use  with  the 
User  port. 

lb  the  Editor: 

1  just  wanted  to  compliment  you  on  the 
fine  work  that  was  put  into  the  September 
1987  issue.  I  thought  that  Dan  Gutman's 
article  on  the  Computer  Revolution  was 
excellent  and  found  it  fascinating  as  he 
compared  it  to  other  revolutions.  As  a  de- 
voted 64  owner,  I  also  liked  Gary  Fields 
article  about  MicroProse,  the  king  of  sim- 
ulation and  found  it  fascinating  as  well.  I 
never  thought  a  software  company  put  so 
much  care  into  their  products  as  described 
in  the  article,  but  I  guess  since  Micro- 
Prose's  software  is  excellent,  such  care  is 
needed.  Thanks  again  for  the  fine  issue 
and  keep  up  the  good  work. 
Sincere/)', 
Mitch  Franchini 
Harrisburg,  PA 

Tb  the  Editor: 

1  think  you  should  retract  your  state- 
ments concerning  biorhythms  and  astrol- 
ogy programs  in  "Saturday  Night  Soft- 
ware" (July  Commodore  Magazine}.  I 
have  contacted  both  Astrolabe  and  Zephyr 
Services  to  no  avail. 
Sincerely, 
Kirby  Logan 
Clinton,  TN 

Editorial  Response:  We  apologize  for  the 
error.  The  programs  mentioned  from 
Astrolabe  and  Zephyr  for  biorythms  and 
astrology  are  not  available  for  Commodore 
computers.  However.  Fun  Biorhythms  is  a 
64  biorythms  program  available  for  $9.95 
from  Free  Spirit  Software,  538  S. 
Edgewood,  LaGrange,  IL  60525;  (312)- 
352-7323.  In  addition.  Matrix  software 
carries  a  complete  line  of  astrology  pro- 
grams for  the  Commodore  64,  ranging  in 
price  from  $30-500.  Astro*Tklk  ($39.95)  is 
a  good  introductory  package  which  pro- 
vides complete  "readings"  as  well  as  house 
positions  and  rising  signs.  For  more  in- 
formation, contact  Matrix  Sofhuare. 
315  Marion  Ave.,  Big  Rapids,  MI  49307; 
(616)-796-2483. 


Comi 

mocRzinE 


M  %  § 


Publisher 
Julie  Bauer 

Assistant  to  the  Publisher 
Amanda  K.  Wappes 


Managing  Editor 
Jim  Gracely 

Assistant  Editor 
Susan  R.  West 

Assistant  Technical  Editor 
Mike  Rivers 


Art  Director 
Gwenn  Knapp 

Assistant  Art  Director 
Wilson  Harp 

Production  Manager 
Jo-Ellen  Temple 


Circulation 

Kenneth  F.  Battista 

Advertising  Coord inotor 

Rebecca  Cotton 


Advertising  Representatives 

SOUTHEAST,  SOUTHWESTAND  WEST  COAST 
Warren  Langer,  Spencer  0,  Smith 

Warren  Longer  Associates 

9320  NW  2nd  Street 

Coral  Springs,  FL  33071 

Advertising  Inqulnes  Only 

305/753-4124 

MIDWEST,  NORTHEAST  AND  CANADA 

Pamela  Stockham 

700  River  Rood 

Fair  Haven,  NJ  07704 

201/741-5784 


Commodore  Magizine,  Volume  8.  Numbef  12.  December 
1987. 

Commodore  Magazine  is  publlshM  moiilhly  by  Commo- 
dore Magajine  Inc..  1200  Wilson  Drive,  Wesl  Chester.  PA 
19380.  U.S.A.  U.S.  subscnbef  rate  Is  S35.40  per  year; 
Canadian  subscriber  rate  is  $45.40  per  ye^r;  Overseas  sub- 
scriber rate  is  $65.00  per  year.  Questions  concerning  sub- 
scription should  be  directed  to  Commodore  Magazine  Sub- 
scription Deparlment.  Box  651,  Holmes,  Pennsylvania 
19043.  Phone  (800)  345-8112.  In  Pennsylvania  (800) 
662-2444.  Copyright  i  1987  by  Commodore  Magazine  Inc. 
Ail  rights  reserved. 

CBM.  PET,  VIC  20,  and  Commodore  64  are  registered 
trademarks  of  Commodore  Electronics  Lid.  Super  PET  and 
Commodore  128  are  trademarks  of  Commodore  Electronics 
Ltd.  Amiga'  is  a  registered  trademark  o!  Commodofe-Amjga. 

ABC  Membership  applied  for. 


4     DECEMBER  1987 


UMW  M©[LD©MS  F^©M 


ran^HiW^iHi 


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L-.--,-=*i : 


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fS^» 


:  *»  V  'J 


i,^*^-  ;^  THIS  SEASON 

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I  am  the  64 $21.95 

I  am  the  528 $24.95 

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Dan  Dare $16.95 

■  Dungeon  Runners $19.95 

•  EOS(Earih  Orbit  Station)  $19.95 
Europe  At>laze $37.95 

•  Instant  Music $24,95 

•  Legacy  of  the  Ancients. ,.$19.95 

Marble  Madness S23.9S 

Moebius $29.95 

Munjor  Party $25.95 

fJlusic  Gofistnjciion  Set  .,,.$12,95 

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Ptnball  Construction  Set  ...$12,95 

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Sevan  Cities  of  GoW $i  2,95 

SlarJIeet  I $32,95 

•  Strike  Fleet $29,95 

Touchdown  Football $22,95 

Ultima  I $29,95 

Ultima  III $37,95 

Ultima  IV $45,95 

World  Tour  Got! $27,95 

•  Yeaget  AFT ,$24.95 

BPYX 

500  XJ  Joystick S14.95 

•  California  Games $29,95 

Championship  Wrest  ling, ,,$27,95 

Create  a  Calender $CALL 

Movie  Monster $16,95 

•  Street  Sports  Baseball  ,.,$29,95 
'  Street  Sports  Basketball  $29,95 

Sub  Battle $29,95 

Summer  Games $16,95 

Summer  Games  II $26,95 

Super  Cycle $16,95 

Winler  Games $27,95 

World  Games $29,95 

World's  Greatest  Baseball  $24,95 
World's  Gfaatest  Foolbail  ,$28,95 


FIREBIRD 

Bite $22.95 

•  Guikj  of  Thieves $29,95 

INFOCOM 

Hitchhiker's  Guide $22,95 

Leather  Go<Jdess $24,95 

Wishbringer $25.95 

INVISICLUE  BOOKS  FOR 
ANY  INFOCOM  GAME. S6.95 


LANCE  HAFNER  forO,.  b« 

in  *p<Mrtj  ctraUQ-  iimuUtLon 

3mlFoattiali       $29-95 

OasJ^eiBaii.  ifie  Pro  Ga«Tie;  S29.95 

F-nai  FoL;r  BaskeTBaii  , £29,95 

Coming  Soon  .-.  Ba.seball  "' 


vMICROPROSE 

Aerojet $24.95 

■  Airt>oma  Rangers $CALL 

F-15  Strike  Eagle.,. .,,.$21.95 

Gunship $24,95 

Kennedy  Approach $24.95 

NATO  Commander .$24,95 

Pirates $25,95 

Silent  Service $24,95 

Solo  Flight $24,95 

•  Sleallh  Fighter $CALL 

MINDSCAPE 

•  Defender  of  me  Crown ,,.  $29,95 

Rst $19,95 

"  Gaunllei $29,95 

Indiana  Jones $22,95 

•  Indoor  Spons  $24,95 


Infiltrator $21 .95 

•Papertroy $29.95 

Parallax $19.95 

Perfect  Score:SAT  prep  .,.,$49.95 

Uchi  Mala $19,95 

Uridium.., $26.95 

Call  for  prices  on 
other  MINI}SCAPE  products] 
MISC  GAMES 
Championship  Boiing  .,..„$t7,95 

Hobbitt $24,95 

international  klockey $18,95 

SIMON  &  SHUSTER 

Paper  Airplane  const 524,95 

Star  Trek-Kobayashi  Alt,  ,,,$29,95 
SlarTrek  Prcimethian  Adv  $29.95 

Typing  Tutor  III $29,95 

SSI 

•  ShatrJ  of  Spring $29.95 

•  Etemal  Dagger $27.95 

•  Fantasy  I.  II,  III  (each) $27,95 

•  Rings  of  Zilfm $29.95 

•  Wiiards  Crown $27.95 

sn  UOGIC 

Flight  Simulator  II $32.95 

Football $37.95 

FS II  Scenery  disks 5CAa 

Jet $29,95 

Pure  Stat  Baseball $37,95 

WEEKLY  READER 

Call  for  ail  your  Favorite 
Sticky  Bear  Titles  !! 


64C  BUSINESS  AND  PRODUCTIVITY 


64  C  DATABASES 

Bank  Street  RIer $34.95 

Consullant $39,95 

Data  Man  agar $19,95 

Fleet  Filer $29,95 

Profile  64 $36.95 

64C  INTEGRATED  PKGS 

Homepak $39,95 

Vizastar  64  4K $39.95 

64C  SPREADSHEETS 

Calkil $39.95 

Swiftcato  64  w/sldeways  ,,,$39,95 

Sideways $19.95 

64C  WORD  PROCESSORS 

Bank  Street  Writer $32.95 

Foni  Master  II $34.95 

Font  Iv1aster64 $34.95 

Paperclip  w/spallpack $49,95 


Paperclip  III $CALL 

Pocket  Writer  Oiclionary  „.$1 2,95 

Wortpro3<,/64 $14.95 

Word  Writer  64  w/speller  ..$34,95 
FINANCIAL  &  ACCT. 
Timeworks  Etectr,  Chkbk,. $19,95 

Timewori(S  Money  Mgr $19.95 

Ck/IS  Acci  Pkg/64 $119.95 

MISC.  HARDWARE 
Estes  pwr  supply  for  C-e4  $54.95 
Nave  rone  3  Slol  expander  £27.95 
UTILITIES 

Thinking  Cap $32,95 

Toy  Shop $42.95 

CSM  1S41  align $34.95 

Fast  Load $24.95 

Merlin  64 $34,95 


WORDPROCESSOR 

FLEET  SYSTEM  4 S56.95 

Font  Master  126 $44.95 

JAfJE $32.95 

PAPERCLIP  II .$54.95 

PAPERCLIP  III  .„ $CALL 

SUPERSCRIPT  128 $59.95 

TERM  PAPER  WRITER  ..$34.95 

VIZAWHITE  128 SCALt 

WORDPRO  128 $St.9S 

WD  WRITER  128w,'spel!  $49.95 

SPREADSHEETS 

EPYX  MULTIPU^N $39.93 

SWIFTCALC  !28  wso.jyj  S49.9S 

DATA  BASES 

CONSULTANT $39.95 

DATA  MANAGER  128  ....$CALL 

FLEET  FILER S29.9S 

PERFECT  FILER $49.95 

PROFILE  1 2S S59.95 

SUPERBASE  128 $64.95 

MISC.  128  SOFTWARE 

ACCOUNTANT  INC S69.95 

DESK  MANAGER  128 $34.95 

CMS  Acffl  Pligi'12B _..$CALL 

VIZASTAR  128... ...SCALL 

MACH  126 S39.9S 

PARTNER  126 „ $54.95 

PERSONAL  ACCT,  1 28. ..$34.95 
SYLVIA  PORTER'S  personal 
finance  planner $54.95 

Abacus  luiiiM 

ALL  TITLES  IN  STOCK  f I 
CtBlot  price  tm  Ail  bonks  ana  ionwun  r/ri» 


Graphics  Scrapbk  1  or2,,,Si7.S5 

Newsroom S34.95 

Outrageous  Pages ,,,.5CALL 

Ceriilicale  Maker $32,95 

CerlillcatB  Library $24.95 

Clip  Art  Vol  1  $19.95 

Clip  Art  Vol  2 ,..$24,95 

GEO  Publish $CALL 

Graphics  Library  l.ll.or  III  .,$16.9$ 
Prim  Shop $25.95 


rusSEY  COMPUTER  PRODUCTS 


P.O.BOX  1006,  STATE  COLLEGE,  PA  16804 


-jSb^ 


sa,^ 


IS  HASSLE-FREE  MAIL  ORDER 


C- COMMODORE 

500 

$CALL 

512K  RAM  Upgrade $159.00 

1010  EXTERNAL  DRIVE $219.00 

1680  MODEM $139.00 


A5Q0  w;2Q02  Monitor. call  For 

A500  w/2002  Monitor  &  1010  Drive...  LowPrices 


CHOOSE 
^i^PON.'.' 


EPYX  andWICO 

500XJ $14.9S 

The  Boss $13.95 

Bat  Handle $18.95 

3Way $26.95 


PANASONIC 

2  yr  warranty 

10801 $159.00 

10911 $189.00 

i«k092i $299.00 

Ik-'' 

NP-10 $137.95 

NX-10 $157.95 

PRICES  ARE  FALLING  ON 
ALL  STAR  PRINTERS!! 
Call  for  latest  price  on 
ND-10       ND-15 
NR-10       NB  SERIES 

SEIKOSHA 

2  yr  warranty 

SP-1 80  VC...  $139.00 

SP-1000VC.. $149.00 

SP-1200AI  ...$169.00 

120cps.  NLQMode 


Berkeley 
Softworiks 

GEOS128 $44.95 

GEOS $39.95 

GaoCalc „ $34.95 

GeoFils $34.95 

Geodsx $27.95 

Geo  Publish $CALL 

Deskpack $22.95 

Fontpack. $22.95 

WrllersWorkshop.$33.95 


SUPER  GRAPHIXJR 

Printer  Interlace  S39.95 

SUPER  GRAPHIX 

Interlace  w/8K  buffer 

down  loadable  fonts  ....SS9.9S 


PRINTER  PACKAGES 

ALL  PRINTERS  IHTERFACE  WITH  M  C  or  CI  28 


&JSb.lfS^J. 


NP-10  &  XETEC  Supergraphix  Jr. $169.00 

NX-10  &  XETEC  Supergraphix  Jr. $189.00 

NX-10  &  XETEC  Supergraphix 5199.00 

Panasonic 

10801  &  XETEC  Supergraphix  Jr. $189.00 

10801  &  XETEC  Supergraphix $199.00 

10911  &  XETEC  Supergraphix $219.00 


RGB.'COMPOSITE  COLOR  I^OMITORS  FOR  THE  126 

COMMODORE  2002 

600  K  240  Resolution, 

■I  Opoial.ng  Motfes        «2CQ  00 

MAGNAVOX  8562 
600  <  240  Resolution. 

3  Modes.  2  yr  warranty  (].oca  rir\ 

THOMSON  4120 

560  I  2'10  Resolution. 

4  Modes   1  yrwarranl/  ^„^^  -.a 

..$219.00 

Al  3  moniiors  include  cables  10  Commodafs  128 


■-I       C-  COWMOPOBE      PC  1 0  PACKAGES 


PC-10/1  wllhout  monllor $499.00 

PC-1D/1  wittl  19D1  mono  morflor ..$579.00 

PC-10/1  wiltr  2002  colof  monilor $749.00 

OPTIONS:  Inslalled  and  tested  al  no  exli^  charge. 

Addlflonal  12BK  RAM $39.00 

20  megabyte  Seagate  Hard  Diive  with  controller $269.00 

30  megabyte  Seagate  Hard  Drive  with  controller $349.00 

PC-10/2  without  monitor $599.00 

PC-10/2wilh  monoetirome  monitor  (model  #1901) $679.00 

PC-IOrt  with  color  mo nitori model  #2002) $849.00 


Software  orders  over  $50.00  &  Acces- 
sories/Peripherals under  8  pounds  will 
beshipped  FEDERAL  EXPRESSfYeseven 

bI  thsso  prices)  You  only  pay  TCP's  standard  shipping  charge 
of  $4.00  per  order.  Orders  arriving  before  11 :00  AM  our  tinne 
will  be  shipped  out  same  day.  If  pad  of  your  order  is  back- 
ordered  the  remainder  will  be  shipped  UPS  Ground  lor  FREEI 
SECURITY 

I  Your  Credit  Card  is  not  charged  until  youf 

order  Is  shipped, 
I  We  insufe  your  order  al  no  extra  cost  to 

you. 
I  Tussey  IS  a  financially  strong  and  well 
established  company.  We  will  be  here 
when  you  need  us. 

CUSTOrVIER  SUPPORT 

■  After  sales  support.  Just  call 

■  Knowledgeable  staff,  all  graduates  ol 
Tussey's  "Computer  Boot  Camp". 

■  Our  advanced  warehouse/materials 
handling  system  assures  your  order  is 
shipped  out  accurately  &  on  time. 

■  Our  IBM  5360  allows  insianl  order  and  inventory  status. 

To  order  by  mslliWe  accept  money  order,  certified  chock,  personal 
check  Allow  2  weot^s  lor  personal  &  company  checks  to  clear 
Shlpptng;$4  00  lor  sottware  and  accessories/  $10  00  lor  printers  and 
color  monitors/  $8  00  for  disk  drives  and  olhar  monitors/  Add  $3  00 
per  box  shipped  COD  Call  for  oiner  shipping  charges.  Addilionat 
shipping  required  on  APO,  FPO,  AK,  HI 

Termi:  ALL  PRICES  REFLECT  CASH  DISCOUNT,  ADD  1.9%  FOR 
MASTERCARD  OR  VISA.  All  products  include  laclory  warranty 
ALL  SALES  ARE  FINAL,  Deleciive  items  replaced  or  repaired  at  our 
.-dt&cretion.  Pennsylvania  residents  add  £%  sales  tax.  Prices  and 
terms  subject  lo  change  without  notice 

■  Purchase  orders  are  accepted      ■ 
from  qualified  corporations  and 
inslitulions. 

■  No  sales  tax  on  orders  outside 
of  PA. 

■  Buy  with  confidence.  We  honor 
manufacturers  warranty. 


m 


We  accept  Mastercard, 
Visa,  COD  and  mail  orders. 
Your  credit  card  Is  not 
charged  until  your  order 
is  shipped. 


&COMMODOtt£ 

1670 
MODEM 

$CALL 


Ci:  COMMODORE 

1764 

256K  RA1« 
EXPANSION 

$110 


O  COMMODORE 

1581 

3i/r  DISK  DRIVE 

$197 


'MW  Digital 
mW.  Solulions 
W/Alnt. 


Pocket  Writer  ? ..S42.95. 

Pocket  Filer  2  S42,95 

Pocket  Planner  2 S42.95 

Digilal  Suporpak S74.95 

Dictionary $12.95' 


DISKS 

per  box  of  10 

BONUS  DISKS 

SS(DD S6.45 

DS.'DD S6.95 

TUSSEY  DISK  CLOSEOUTSII! 

SS/DD $4.49 

DS/DD $4.99 

C«tl  tnr  PrIcB  on  Varballm 
and  MkbII  Dliliitl 


OPEN:  8:00AM  -  9:00PM  Mon  -  Fri,  10:00AM  ■  6:00PM  Sat,  12:00PM  -  8:00PM  Sun  East  Coast  Time 


ALL  TOLL  FREE  1-800-468-9044 


INSIDE  PA  CALL  814-234-2236 


NEWS  •  NEWS  •  NEWS  •  NEV\a 

Hard  Drives 
for  the  Amiga 


EXPO 


vs 


Aw**®**;:!^--^"^^" 


'-iiy  ^"^  ^^  needs  ol  -'    .  ^p^s  au^ 


Cliicago 


foous 


rt\iJii^^ 


iWP^ 


3XisWe 


X  hoenix  Electronics,  Inc.  is  now  shipping  hard  disk  drives  for  the 
Amiga  500  and  1000.  Both  drive  series  are  available  in  20  and  40 
megabyte  versions.  The  PHD  SOD  is  in  a  stand-alone,  vented,  all-metal 
chassis  for  the  Amiga  500.  It  features  a  true  SCSI  interface,  auto 
configuration  compatibility  and  its  own  internal  power  supply. 
Retail  price  of  the  20  Meg  PHD  500/20  is  $949.00.  Suggested  retail  on 
the  40  Meg  PHD  500/40  is  $1399.00. 

The  PHD  1000  for  the  Amiga  1000  has  true  SCSI  interface  and  auto 
configuration.  The  all-metal  chassis  is  color  coordinated  with  the 
Amiga  and  sits  on  top  of  the  CPU.  The  internal  power  supply  has 
extra  capacity  for  RAM  additions.  The  20  Meg  version  has  a 
suggested  retail  price  of  S969.00.The40MegPHD  1000/40  retaUs  for 
S  1429.00. 

For  more  information  contact  Phoenix  Electronics,  Inc.,  P.O.  Box 
156,  Clay  Center,  KS  67432,  or  call  (913)-632-2159. 


Nimbus  Accounting 
System 


0 


xxi.  Inc.  has  announced  the  availability  of  Nimljus,  an  easy-to- 
use  yet  powerful  cash  management  accounting  system  for  small 
businesses.  Nimbus  includes  pre-defined  reports  designed  to  help 
the  small  business  manager  instantly  know  a  customer's  payment 
status,  outstanding  balances  to  vendors  and  his  Pyl  statement. 

Kimbufi'  multitasking  capabilities  give  it  constant  access  to 
general  ledger,  accounts  payable  and  accounts  receivable.  Data 
entered  into  accounts  payable  or  receivable  automatically  updates 
general  ledger. 

Nimbus  retails  for  S149.S0.  For  more  information  contact  Oxxi, 
Inc.,  1835-A  Dawns  Way,  Fullerton,  CA  92631,  or  call  (714)-999- 
6710, 


a: 
a' 


,nd^' 


Benchmark 
Modula-2 

Uxxi  recently  entered  the  field 
of  programmer  productivity  with 
the  introduction  of  its  new 
Modula-2  Software  Construction 
Set  called  Bencliniaxk  for  Amiga 
computers.  Benchmark 
provides  an  environment  for 
developing  programs  by 
integrating  the  primary  tools 
used  in  software  development:  an 
Editor,  Compiler  and  Linker. 

Beginning  programmers  will 
find  that  Benchmark  can  be 
used  right  out  of  the  box  without 
performing  any  installation. 
Professional  developers  can 
distribute  programs  written  in 
Benchmark  mthout  any  further 
licensing  requirements  from 
Oxxi. 

Benchmark's  suggested  retail 
price  is  $199.00.  For  more 
information  contact  Oxxi,  Inc., 
1835-A  Dawns  Way,  Fullerton,  CA 
92631,  or  call  (714)-999-6710. 


iVIicro- 
lawyer 

Pr 


regressive  Peripherals  6f 
Softv/are  has  released 
Microlawyer,  a  disk  library  of 
over  100  common  legal 
documents  for  personal,  business 
and  corporate  use. 
Microlawyer,  which  is  available 
for  the  Commodore  Amiga  and 
64,  is  a  do-it-yourself  step-saver 
designed  to  be  used  in 
conjunction  with  legal  advice.  It 
enables  anyone  with  a  word 
processor  to  prepare  legal 
documents  such  as  power  of 
attorney,  pre-marital 
agreements,  affidavits,  leases, 
loan  and  mortgage  forms,  real 
estate  contracts,  vrills,  notary 
puWic  forms,  etc. 

Suggested  retail  price  for 
Microlawyer  is  S  59.95.  For 
more  information  contact 
Progressive  Peripherals  & 
Software,  464  Kalamath  St., 
Denver,  CO  80204.  Or  call  (303)- 
825-4144. 


8     DECEMBER  1987 


^, 


PACKED  with  PROGRAMS 


EIGHT  PROGRAMS  AND  MORE  ON  EVERY  DISK. 

What's  the  opposite  of  "downtime"?  It's  UPTIME,  of  course. 
Just  imagine  ...  a  disk  each  and  every  month,  delivered  right 
to  your  door  and  packed  v/ith  programs  for  your  Commodore. 

We  make  it  easy  and  inexpensive.  You  deserve  value.  At 
UPTIME  vi?e  believe  in  value.  That's  why  each  month  30,000 
people  like  you  enjoy  a  disk  full  of  programs  and  information. 

Make  your  life  easier!  Get  more  from  your  computet 

Organize  your  life  and  be  more  productive  with 
home  management  programs.  Expand  your 
knowledge  with  educational  programs. 
Relax  and  enjoy  monthly  games  or 
adventures.  Make  using  your 
Commodore  a  snap  with 
helpful  tutorials  and 
handy  utilities. 
It's  terrific! 


DISCOVER  UPTIME.  You  deserve  the  best  horn 
your  Commodore.  Have  the  best  and  save  the  most 
with  UPTIME. 

Subscribe  now  and  save. 

You  won't  believe  the  low  price!  Satisfaction  guar- 
anteed or  your  money  back.  Make  the  very  next 
disk  yours.  Rll  in  the  coupon  and  return  it  to  us, 
or  simply  call.  We'll  start  your  subscription  im- 
mediately. Bar  immediate  service,  call  toll-free: 

1-800-437-0033 

anytime,  day  or  night. 


i^> 


FROM     Volume  1.  No.  1 


Flip  'Em  ■  Biain  Teasers  ■  Shopping  Lister 
■  Video  Phile  ■  Calendar  Creator  ■  File 
Appender  ■  Nom  de  Plume 


NEWS  •  NEWS  ■  NEWS 


Dark  Castle 

1  hree-Sixty  Inc.,  a  newly- 
formed  home  software  publisher, 
has  released  Dark  Castle  for  the 
Amiga  and  Commodore  64.  Set  in 
medieval  times,  Dark  Castle's 
hero  must  fight  his  way  through 
fourteen  different  rooms  of 
increasing  difficulty  to  find  and 
slay  the  notorious  Black  Knight, 
The  game  incorporates  more 
than  70  digitized  sound  effects, 
including  a  hair-raising  organ 
solo  and  the  screams  of  the  Black: 
Knight's  prisoners. 

Dark  Castle  carries  a 
suggested  retail  price  of  S39.95 
for  the  Amiga  version  and  S34.95 
for  the  Commodore  64  version. 
For  more  information  contact 
Three-Sixty  Inc.,  2105  S.  Bascom 
Ave.,  Suite  290,  Camphell,  CA 
95008,  or  caU  (408) -879-9 144. 


Scholastic 

Catalog 

Available 

Dcholaslic's  1987-88 
Microcomputer  Instmctional 
materials  Catalog  is  now 

available  free  to  educators.  The 
96-page,  ftill-color  catalog 
features  more  than  300  products 
for  classroom  computer  learning 
for  grades  K-12.  All  products 
featured  in  the  catalog  have  been 
tested  and  recommended  by 
teachers,  students  and 
educational  experts  across  the 
country. 

In  addition,  all  products  listed 
in  this  annual  catalog  are 
available  for  a  30-day  preview.  To 
receive  a  free  catalog,  teachers 
may  write  to  Scholastic,  Inc., 
Inquiry  Department,  P.O.  Box 
7502, 2931  East  McCarty  St., 
Jefferson  City,  MO  65102.  Or  call 
(600)-325-6149. 


JEWS  •  NEWS  •  NEWS  •  NEWS 


Slide  City 

Ullde  City  is  offering  its  slide  photography  service  to  Amiga  owners. 
Amiga  artists  can  now  get  high  quality  3Smm  slides  of  Amiga 
screens  by  sending  their  IFF  format  files  on  a  3.5-mch  disk  to  Slide 
City.  Slides  are  shot,  processed  and  sent  out  by  return  mail,  along 
with  your  disk  within  S4  hours. 

Cost  of  the  service  is  $3.00  per  slide  with  a  minimum  order  of  two 
slides.  This  includes  postage  and  handling  (except  for  overnight 
delivery  service).  For  more  information,  contact  Slide  City.  6474 
Highway  11,  Deleon  Springs,  FL  32028.  Or  caU  (904)-g85-4594. 


Investment 
Simulation 

Jl  yxis  Software  Introduces 
Investment  Simulation,  a 

general  purpose  investment 
analysis  program  for  the 
Commodore  64  and  128.  The 
program  computes  Internal  rate- 
of-return,  equity  rate-of-return, 
present  net  worth,  life-cycle  costs 
and  capitalized  present  value. 
Focus  is  on  limited  equity 
investments  and  leveraging. 

64  and  128  versions  are  both 
included  on  same  disk.  Retail 
price  is  S  36,00,  For  more 
information  contact  Pyxis 
Software,  P.O.  Box  18016, 
Colorado  Springs,  CO  80935. 

Delta  Patrol 

and 

Sanxion 


El 


Echelon  and 
the  Lipstick 


Xiocess  Software  has  announced  the  release  of  The  Lip  Stick,  a  voice 
activated  control  headset,  designed  to  be  used  in  conjunction  vrith 
Echelon  their  3D  space  flight  simulator  for  the  Commodore  64. 
Echelon  is  a  top  secret  military  faculty  where  a  few  highly  skilled 
pilots  will  be  trained  to  operate  the  twenty-first  centuiy  Lockheed  C- 
104  Tomahawk.  The  Lip  Stick  controls  various  ship  activities 
including  the  vehicle's  numerous  weapons  systems.  The  unusual 
input  device  is  a  switched  voltage  positive  feedback  controlled 
amplifier  built  into  a  headset. 

The  Lip  Stick  is  included  in  every  Echelon  package  for  the 
suggested  retail  price  of  $44.95.  For  more  information  contact 
Access  Software,  Inc.,  #A  2561  South  1560  West,  Woods  Cross  DT 
84087.  Or  call  ( 801  )-298-9077. 


Jlectronic  Arts  has  announced 
two  new  additions  to  its  Amazing 
Software  line  of  action- oriented 
entertainment  software.  Delta 
Patrol  and  Sanxion  are  both 
high-speed,  three-dimensional 
space  adventures  for  the 
Commodore  64. 

As  a  member  of  the  elite  pohce 
squadron.  Delta  Patrol,  your 
battlecruiser  takes  you  to  the 
Delta  Sector,  a  junk  yard  of  lost 
ships,  alien  bandits  and 
unknown  forces  of  destruction. 

In  Sanxion,  you  and  your 
high-speed  attack  craft  are  the 
lone  defenders  of  a  world  under 
siege.  Alien  droves  are  attacking 
the  cities  of  your  planet,  and  your 
abUity  to  align  your  ship's 
superior  firepower  with  enemy 
targets  is  all  that  you  have  to 
defend  yourself. 

Each  title  carries  a  suggested 
retail  price  of  S19.95,  For  more 
information,  contact  Electronic 
Arts,  1820  Gateway  Dr.,  San 
Mateo,  CA  94404.  Or  call  (415)- 
571-7171. 


10     DECEMBER  1987 


NBA  FRANCHISES  AVAILABLE: 
RATES  REASONABLE! 

(REQUIREMENTS:  Knowledge  of  professional  basketball. 

Capable  of  dealing  with  giants.  Ability  to  handle 

high-pressure  situations.  Must  bring  own  temper.) 

Can  YOU  do  the  job? 

Find  out  it  you  have  what  it  takes  in  NBA,  the  animated  stat- 
based  basketball  game.  Take  control  of  Larry  Bird,  Dominique 
Wilkins,  Michael  Jordon,  Kareem  Abdul-Jabbar  and  Bob  Cousey, 
Pick  the  starting  line-ups,  send  in  substitutes  and  cali  for  the 
fast  break  and  full-court  press.  NBA  lakes  into  account 
everything  that  occurs  on  court.  On  offense,  you  call  the  play. 
Choose  the  sequence  of  passes,  but  be  careful:  it  increases  the 
chance  of  two  points,  but  also  can  lead  to  a  steal  or  blocked 
shot.  Work  the  outside,  or  just  go  for  the  three-pointer.  On 
defense,  set  up  outside  or  close  to  the  basket,  go  for  the 
rebound,  or  turn  on  the  pressure  and  try  for  a  steal.  A  good 
NBA  coach  has  to  work  the  bench  as  well  as  the  floor.  Each 
player's  stamina  is  rated  by  the  number  of  minutes  he  can  play. 
Use  up  your  starter  too  early  in  the  game,  and  you'll  have  to 
send  in  a  sub  during  those  final  crucial  minutes,  and  that  could 
turn  an  overwhelming  victory  into  a  closely-contested  defeat. 

From  the  designers  of  Super  Sunday,  NBA 

is  the  first  and  only  fully-animated 

statistically-accurate  basketball  game 

on  the  market,  coming  in  like  a  fast  break 

with  the  following  features: 

•  A  STAT-KEEPEB  PflOGRAM  that  allows  you  to  keep  track  of  how 
well  your  team  is  doing.  This  valuable  accessory  lets  you  save 
stats  from  the  NBA  game  for  later  review.  Individual  players' 
performances  and  statistics  are  updated  throughout  the  game. 
You  can  view  them  during  and  after  the  game  on  your  screen 
or  printer. 

•  20  GREAT  TEAMS  from  the  1959-60  Boston  Celtics  to  the  four 
top  teams  from  the  1985-86  season:  Boston,  Milwaukee, 
Houston  and  Los  Angeles!  In  between  are  some  of  the 
greatest  teams  that  ever  played  the  game:  the  1966-67 
Philadelphia  76ers  with  Wilt  Chamberlain  and  the  classic  match- 
up from  the  1969-70  season  between  the  Lakers  and  the  New 
York  Knicks! 

•  YOUR  flRILLIANT  PLAY  re-enacted  by  all  10  players  on  screen. 

•  THREE  MOOES  OF  PLAY:  head-to-head,  solitaire  and  autcplay.  The 
autoplay  function  also  allows  you  to  play  the  same  teams  several 
games  in  a  row  ...  a  needed  option  1o  replay  a  season. 


NBA  can  be  played  on  the  Apple®  II  family, 
Commodore®  64/128  or  IBM®  PC  computers. 
Price:  S39.95. 

Watch  for  the  release  of  Accessory  disks;  1987 
Season  and  GM  Disk. 

Available  at  leading  game  and  computer  stores 

...  or  call  TOLL  FREE  1-600-638-9292 

Ask  for  Operator  CIW1 1 


PRODUCT 


Em 

m 


micnocomputen  games  d[vision 
The  Avalon  Hill  Game  Company 

A  MONARCH  AVALOM,  INC   COMPANr 

4517  Harford  Road,  Baltimore,  MD  21214 


NEWS  •  NEWS  •  NEWS  •  NEWS  •  NEWS  •  NEWS  •  NEWS  •  NEWS 


^01044/^ 


t ^ 


Alien  Fires — 21 99  A.D. 

X  aragon  Software  has  introduced  Allen  Fires— 8199  A.D.  for  the 
Amiga.  Allen  Plres  is  a  futuristic  science-fiction  role  playing  game 
in  which  the  player  assumes  the  role  of  a  Time  Lord,  a  mythical 
traveler  who  transcends  the  barriers  of  time.  The  program  includes  a 
professionally  composed  and  digitized  rock  soundtrack,  smooth- 
scrolling  3D  graphics,  sophisticated  character  interaction  and 
speech  synthesis. 

Allen  Fires— 2199  A.D.  retails  for  S39.95.  For  more  information, 
contact  Paragon  Software  Corp.,  Plymouth  Center,  58 1  Plymouth  St., 
Greensburg.PA  15601  or  call  (412)-838-1166. 


Wordmaze 

M.ndscap.sEducation.D.visionhasreleasedWord.azeforthe 
Commodore  64,  Wordmaze,  a  word  puzzle  program  for  students 
from  grades  three  through  twelve,  helps  students  develop  vocabulary 
and  spelling  skills  as  they  search  for  words  hidden  in  a  block  of 
scrambled  letters.  The  program  comes  with  eight  word  lists  covering 
topics  like  sports  or  outer  space. 

Wordmaze  is  available  for  S49.95  and  includes  a  teacher's  guide 
and  activity  sheets.  For  more  information,  contact  Mindscape,  Inc., 
3444  Dundee  Rd.,  Korthbrook,  IL  6006S.  Or  call  (312)-480-7667. 


Flexidraw 
Version  5.5 

Inkwell  Systems  has  announced  the  availability  of  Flexidraw 
Version  5.5  for  the  Commodore  64  family  of  computers.  Unlike  the 
previously  released  versions,  the  revised  edition  includes  data  entry 
device  support  for  Koala  Technologj's  Touch  Pad.  Commodore- 
compatible  joysticks,  the  Commodore  mouse  and  Inkwell  Systems 
light  pens  (now  sold  separately).  __       4,    *  ■     mA 

Flexidraw  still  includes  automatic  geometric  shapes  and  line  Fll'S'tl  Alert 

widths;  copy,  paste  and  edit  modes;  an ' 'Oops' '  feature;  hundreds  of 
fill  patterns,  and  other  features  from  previous  releases.  jj , 

Inkwell  has  also  released  two  new  hght  pens:  the  model  170-C,  an 
upgrade  of  the  model  formerly  packaged  with  Flexidraw  and  the 
new  184-C  tri-lobular.  tvro-button  touch  surface  Ught  pen. 

Suggested  retail  price  fcr  Flexidraw  is  S34.95.  The  170-C  light 
pen  retails  for  S99.95  and  the  184-C  light  pen  for  S59.95.  For  more 
information,  conuct  Inkwell  Systems,  5710  Eufiln  Rd,  San  Diego,  CA 
92138,  or  call  (619  )-268-8792. 


irst  Alert  has  introduced  a  Une  of  compact  halon  fire 
extinguishers  ideal  for  home  protection.  These  halon  extinguishers 
leave  no  residue,  therefore  they  vrtll  not  damage  sensitive  electronic 
and  computer  equipment.  In  addition,  since  they're  about  the  size  of 
an  average  flashlight,  they'll  fit  conveniently  in  a  small  desk  drawer 
or  cabinet. 

Available  nationally  at  hardware  stores,  home  centers,  and  catalog 
shovn-ooms.  the  First  Alert  Halon  Fire  Extinguishers  range  in  price 
from  $22,99  to  339,95,  For  more  information,  contact  First  Alert, 
780  McClure  Rd.,  Aurora,  IL  60504-2495,  or  call  (312)-851-7330, 


12    DECEMBER  1987 


^aok. 


\«».«>i 


ll^^J^^ 


Speed  in 
Spades, 

Th  rot  t  le — wiiie  open . 
Joystick — back  hard. 

Air  it  out,  man. 
GeeBee  Air  Rally.  Air  racing 
action  that  puts  the  wilJ  back 
in  the  wild  blue  yonder.  Speed 
in  spades.  One  tricky  turn  after 
another.  And  a  lot  of  nasty 
competition  between  you  and 
the  finish  line. 

Buzz  'em.  Bump  *em.  Blow 

'em  away. 

Show  'em  who  owns  the  skies. 


Bailout  from  a  midair 
mishap,  and  you  never 
know  where  you'll  etid  up. 


GeeBee  Air  Rally. 
$29-95  suggested  retail  price 
for  Commodore  64/128™ 
$39.95  suggested  retail  price 
for  Amiga'"  computers. 


ACTIVISION. 


Ask  your  software  retailer 
or  order  direct:  just  call 
800/345-2888,  operator  300. 


C5  Activisiuri,  !iif.  Amiga  scttcrti  shown,  ScrMM 
may  vary  depending  on  computer  sysrcm.  Arnij^aand 
Caznmadote  6i  add  I28are  crailcmarks  of  Commodore 
Elcctroni'is.  Lid. 


So  there  you  are, 
furiously  working  away 
at  your  Commodore 
128,  thinking  every- 
thing is  just  peachy, 
when  all  of  a  sudden, 
it  hits  you.  That  haunt- 
ing, hollow,  horrible 
question  that  every  computer 
owner  must  inevitably  face: 

"Is  my  computer  up  to  date 
— or  out  of  date?" 

If  you  use 
GEOS 128,  that's 
a  question  you — 
or  your  grand- 
children's chil- 
dren— won't 
ever  have 
to  worry      ,^  -; 

about. 

Because  GEOS 
128  is  the  revolutionary 
software  system  designed  to 
push  your  hardware  to  new  lim- 
its. Unleash  its  full  power  across 
a  full  80  column  screen.  And 
expand  its  capabilities  for  years 
to  come. 

We  should  have  installed 
disk  brakes. 

Loading  up  with  GEOS 
turns  your  128  into  a  mouse- 
driven  maniac  that  loads,  pro- 
cesses and  saves  everything  up 


to  seven  times  faster  than  nor- 
mal. Part  of  that's  due  to  the 
GEOS  diskTurbo,  but  most  of 
it's  due  to  the  fact  that  GEOS 
128  doesn't  treat  your  128  like 
aC64. 

You  see,  by  recognizing 
your  machine  as  a  128,  GEOS 
128  operates  at  a  full  2  MHz, 
instead  of  1  MHz.  So  you  get 
twice  the  speed.  Twice  the 
power.  And  since  GEOS  128  also 
supports  the  quicker  1571  and 
1581  double-sided  disk  drives — 
and  the  1750  RAM  expansion 
unit — there's  no  telling  how 
much  faster  that  puppy  will  fly. 

East  and  slick  with  mouse 
or  stick. 

Using  GEOS  is  ridiculously 
simple.  All  you  need  is  a  mouse 
or  joystick,  and  a  keen  ability  to 
point  and  click.  Everything  else 
is  pretty  much  a  matter  of  read- 
ing menus  (a  technical  term  for 
"little  lists  of  things"),  or  select- 
ing icons  (a  technical  term  for 
"little  pictures  of  things").  It's 


sort  of  like  talking  in  sign 
language. 

For  example,  if  you  want  a 
document  for  word-processing, 
you  point  to  the  icon  that  looks 
like  a  stack  of  papers.  Click  your 
mouse  and  bingo — you're  in  die 
file.  If  you  want  to  erase  the  file, 
you  drag  the  stack  of  papers 
over  to  the  little  waste  basket 
and  click  your  mouse. 

Poof.  That's  about  as  tough 
as  it  gets. 

Working  within  the 
system. 

Learning  where  things 
are  in  GEOS  is  pretty  simple, 
especially  if  you've  ever  sat 
behind  a  desk.  Because  that's 
exactly  how  we  designed 


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^ 

GEOS  128. 

You  keep  your  documents 
and  graphics  in  files;  everything 
else  stays  right  on  the  desktop: 
the  notepad,  the  calculator — 
there's  even  an  alarm  clock.  In 
fact,  the  only  thing  our  desktop 


doesn't  have  is  a  place  to  put 
your  feet  when  the  boss  isn't 
around. 

But  not  only  does  GEOS 
give  you  a  place  to  write  and 
draw,  it  actually  helps  you  write 
and  draw  better. 
Because  unlike 
your  basic  office 
model,  our  desktop 
comes  witli 
geoWrite  and  geo- 
Paint  built  right  in. 
With  geoWrite, 
your  way  vdth 
words  leaves  people  speechless, 
as  they  watch  you  effortlessly 
cut,  paste  and  move  entire 
blocks  of  copy  anywhere  on  the 
page.  And  since  geoWrite  comes 
with  different  fonts  in  a  variety 
of  styles  and  sizes,  your  docu- 
ments become  even  more 
dazzling. 

With  geoPaint,  you  can 
draw  designs.  Create  with  col- 
ors. And  tantalize  your  tastes 
with  tons  of  tones  and  textures. 
Invert,  rotate  or  mirror  images. 


Then  place  them  wherever  you 
want:  either  in  your  geoWrite 
document,  or  in  your  GEOS 
Photo  Album  for  later  use. 

But  no  matter  what  kind  of 
masterpiece  you  create,  you 


l^ie  ni  t*  ofuni  tut  9^  ■  1 

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d'tisi! 


always  get  to  view  it  on  a  beau- 
tiful, 80  column-vidde  screen. 
No  more  scrolling  left  to  right. 
With  GEOS  128,  what  you  see 
really  is  what  you  get. 

The  more  you  put  into 

your  system,  the  miore 

you  get  out  of  it. 

Of  course,  when  we  say 
that  GEOS  128  has  far-reaching 
implications,  we're  not  kidding 
around.  Every  GEOS  128  pack- 
age includes  free  QuantumLink 
software,  which  hooks  you  (via 
modem)  into  a  nationwide  net- 
work of  Commodore  people  just 
like  you.  There's  even  a  service 
that  will  Laser  print  your  docu- 
ments for  you. 


Now,  we  realize 
that's  a  lot  to  pack  into 
one  GEOS  package.  But 
as  long  as  we're  packing 
it  in,  we  might  as  well  let 
you  know  something  else: 
There's  more. 

The  older  it  gets  the 
better  it  looks. 

It's  true.  Because  there  are 
always  new  GEOS  applications 
just  waiting  to  jump  off  the 
shelves  and  into  your  128.  Pack- 
ages like  geoDex 
and  geoFile,  for 
keeping  addresses 
and  data  straight. 
Fontpack  and 
geoWrite  Workshop, 
for  tweaking  text 
witli  that  special, 
extra  touch.  And, 
of  course,  geoCalc,  a  full-fea- 
tured graphics  spreadsheet  for 
all  you  number  freaks. 

They're  just  the  first  in  a 
long  line  of  GEOS  applications 
that  are  constantly  being  devel- 
oped to  keep  your  128  up  to  date. 
So  if  you'd  rather  have  your 
128  grow  up  than  grow  old,  load 
up  with  GEOS.  You  owe  it  to 
yourself.  You  owe  it  to  your  128. 

Heck,  you  owe  it  to  your 
grandchildren. 


To  order  call  1-800-443-0100  exL  234 

GEOS  128  $69.95 

(California  residents  add  7%  sales  tax.) 
S^.50  US/$5.5()  Foreign  for  shipping  and 
handling.  Albw  six  weeks  for  delivery. 

t'.itnriiHli^r.  (.i^niiMaliiri-  l/f.^idlM  ju-c  i[jiiiifiurlmi<Ci«iKiiiidiin' 


n 


Berkeley 
Softworks 


GnS128 


The  brightest  minds  are  working  at  Berkeley. 


Compiled  by  Louis  F.  Sander 


This  month  we  feature  64  and  128  tips  forgetting  the  most  out 
of  your  video  monitor,  plus  our  usual  assortment  of  highly 
interesting  goodies.  You  can  be  famous  around  the  world  if  one  of 
your  own  goodies  gets  published  in  this  column.  You'll  even  get 
paid  for  your  idea.  Send  your  candidates  to: 
Louis  F.  Sander 
P.O.  Box  101011 
Pittsburgh,  PA  15237 


&I  Border  Fireworks:  This  program  puts  a  distinctive  sparkling 
pattern  into  the  64's  normally  uninteresting  screen  border.  As 
soon  as  the  user  presses  a  key,  the  border  returns  to  its  previous 
color  I  use  the  routine,  along  with  an  on-screen  message,  to  let 
the  user  know  that  the  computer  is  waiting  for  some  action  fix)m 
him. 

lb  prepare  the  fireworks,  include  the  accompanying  lines 
somewhere  at  the  start  of  your  program.  After  they've  been  ex- 
ecuted, a  SYS679  will  set  the  fireworks  off  from  any  part  of  the 
program,  as  many  times  as  you'd  like. 
Tom  MoTTow 
Oak  Park,  Illinois 


10  REM  64  BORDER  FIREWORKS  -  TOM 
MORROW 

20  DATA  172,032,208,202,142,032,208, 

165 
30  DATA  198,240,248,140,032,208,096 

40  FOR  J=679  TO  693:READ  K:POKE  J,K 

:bJEXT 

50  REM  SYS679  STARTS,  KEYPRESS  STOPS 


128  auto-centering:  This  interesting  text-centering  technique 
for  the  128  uses  a  built-in  but  mostly  forgotten  feature  of  BASIC 
7.0:  the  PRINT  USING  statement.  Line  20  determines  the  char- 
acter width  of  the  current  window  and  builds  string  CN$  to 
equal  that  width.  The  leading  equal  sign  tells  BASIC  to  center 
the  information  on  the  line. 

When  you  want  to  center  text  in  the  window,  just  use 

PRINT  USING  CN$;"text" 
where  "text"  is  whatever  you  want  to  center,  expressed  literally 
or  as  a  string  variable. 


More  than  one  text  line  can  be  centered  with  the  same  com- 
mand by  separating  the  text  lines  with  commas,  as  shown  in 
line  160.  If  you  change  window  width,  repeat  line  20.  If  you  do 
this  often,  you  may  want  to  put  line  20  in  a  subroutine. 
Joseph  P.  Gill 
Address  Unknown 


10 
20 

100 

110 

120 

130 
140 
150 

160 


REM  128  AUTO-CENTER  -  JOSEPH  P. 

GILL 

CN$="=":FOR  J=l  TO  RWINDOW(l) 

:CN$=CN$+"#":NEXT 

PRINT" [CLEAR, DOWNIAUTO-CENTER 
DEMONSTRATIONS: [D0WN2)" 

PRINT  USING  CN$;"THIS  IS  EASILY 
CENTERED! 1" 

PRINT 

PRINT  USING 
PRINT 

PRINT  USING 


CN9;"S0  IS  THIS: 


CN$; "A" , "MAN" , "THREW"  , 


"BASEBALLS", "WHILE", "I", "WATCHED" 


Tips  for  iK'tter  \idco:  Even  if  you  have  a  top-quality  monitor, 
your  video  picture  can  leave  something  to  be  desired.  If  you  use 
a  television  set,  the  situation  is  likely  to  be  worse.  Here's  a  col- 
lection of  proven  ideas  for  enhancing  the  picture  on  all  sorts  of 
video  displays. 

•  If  you're  looking  at  text,  try  turning  down  the  color  control 
on  your  display.  The  resulting  black  and  white  picture  is  oflen 
easier  on  the  eyes. 

•  Adjust  your  monitor  controls  for  non-text  applicatioas  too 
—  you'll  be  surprised  how  effective  they  are. 

•  Try  asing  a  different  color  combination  on  the  screen.  You 
can  get  a  black  screen  by  executing  POKE  53280,0 :  POKE 
53281,0.  Hold  down  the  CTRL  key  and  simultaneously  press  2 
to  get  nice  white  characters. 

•  Use  a  commercial  glare  screen  to  reduce  glare,  or  wear  po- 
larized sunglasses  to  achieve  a  similar  effect.  (Properly  selected, 
the  shades  can  also  make  a  fashion  statement.) 

•  Wavy  lines  and  other  interference  can  often  be  eliminated 
by  moving  the  computer's  power  supply  as  far  from  the  monitor 

Continued  (III  pj>.  114 


16    DECEMBER  1987 


-!;s;o-^ 


.Uev.?!!:^^^ 


ft^^^^n^iavo^"-        _ 


*r:3S3%ss!s  WSBS 


Compiled  by  Tim  JiHies 


Wekotne  to  Amiga  Tips  &  Tricks.  Each  month  we  will  offer 
a  series  of  tidbits,  teasers  and  short  programming  exam- 
ples concerning  lusing  and  programming  the  Amiga.  If  you  have 
an  item  that  you  would  like  to  submit  for  use,  you  can  send  it  to: 
Commodore  Amiga  Tips 
651  Outrigger  Dr 
Deltona.FL  32738 
Items  sliould  be  to  the  point,  but  describe  your  point  completely. 
We  welcome  game  tips  and  program  usage  tips  as  well  as  the  type 
of  items  in  this  installment.  If  we  use  your  hint,  tip  or  program  ex- 
ample,  we  will  pay  between  $10  and  $50. 

Filenote  Problems 

If  you  have  associated  a  filenote  with  a  particular  file,  and 
then  copy  a  new  file  into  the  old  one,  the  old  filenote  will  remain. 
For  example,  if  you  have  a  file  called  "My  File"  with  an  a.ssociat- 
ed  filenote  of  "My  File  Version  1.0,"  and  then  you  create  a  ver- 
sion 2.0  of  the  file  (assuming  an  editor  where  the  new  file  will 
overwrite  the  old  one),  the  new  file  will  be  there,  but  the  old 
filenote  will  remain,  lb  correct  this,  you  must  either  change  the 
name  of  your  new  file  before  saving  it,  or  issue  the  command 
FILENOTE  MyFile  "'"  (note  nothing  between  the  double 
quotes). 
Roy  Wagner 
Westminster,  CA 

Interlace  Jitter  Reduction 

I  use  the  Prowrite  word  processor  for  my  word  processing  pur- 
poses. Since  Prowrite  operates  in  the  Interlaced  mode,  the  pub- 
lishers suggest  that  you  purchase  tm  item  called  "Jitter-Rid"  to 
reduce  the  flicker  caused  by  the  interlaced  screen  display.  I  have 
found  this  to  only  be  about  80%  effective.  They  also  suggest  that 
you  try  adjusting  your  brightness  and  contrast  way  up.  This  will 
eventually  wear  out  the  phosphor  coating  of  your  monitor  and 
you'll  soon  be  replacing  the  monitor  As  an  efiective  (and  less 
costly)  alternative  to  burning  up  your  monitor,  I  suggest  that 
you  try  an  architect's  (or  other  dii-ectable  lamp)  aimed  at  your 
screen  from  one  side  so  as  not  to  introduce  direct  glare.  This  will 
not  only  help  reduce  the  flicker  even  more,  but  it  also  helps  pro- 
long the  life  of  your  monitor. 
George  R.  Burnet 

Palm  Bay.  FL  o- .,.,  •  , 

IThis  works  somewhat  with  just  a  plam  (no  "Jitter-Rui  )  umr- 

laced  picture.  -TAJ] 

AlOOO  Keyboard  and  Mouse  Extensions 

Would  you  like  to  type  on  your  Amiga  1000  keyboard  more 
comfortably  by  placing  it  in  your  lap?  Here's  a  simple  and  inex- 
pensive solution.  You  can  replace  your  regular  keyboard  c'abk' 
with  a  modular  handset  cable  (like  Radio  Shack  Part#  279-306). 


Also,  you  can  extend  the  cable  on  your  mouse  with  a  joystick  ex- 
tension cord  (hke  Radio  Shack  Part#  276-1987).  These  will  al- 
low you  to  work  (and  PLAY)  hard  fiT)m  the  comfort  of  your  fa- 
vorite easy  chair. 
Larry  Hsieh 
Kokomo,  IN 
[Thanks  for  irududing  the  RS  Catalog  numbers  -  TAJ7 

Borderless  AmigaBASIC  Windows 

Here  are  a  couple  of  methods  for  creating  borderless  windows 
while  using  AmigaBASIC.  Tlie  first  is  simply  a  coverup,  and 
you  are  still  stuck  with  a  78-column  screen.  The  second  actually 
changes  the  IDCMP  structure  for  the  window  being  affected. 

PALETFE  0,0,0,0  'Black  Backgttiund 

PALETTE  1,0,0,0  'Black  pen  1 

WINDOW  2,"",(0,0)-(631,186),0,-1 

COLOR 2 

This  just  hides  the  border  by  making  it  the  same  color  as  the 
background.  That's  why  you  make  the  baekgroimd  and  pen  1 
colors  the  same  and  then  use  color  2  or  3  (on  a  default  2  plane 
screen)  for  your  text. 

If  you  want  to  actually  force  the  window  stmcture  of  your  win- 
dow into  a  true  borderless  situation,  you  can  try  the  following: 

x=WINDOW(7)+4 

y=PEEK(x+22) 

IFyANDSTHEN 
y=y-8 

ELSE 
y=yOR8 

END  IF 

POKEx-h22,y 

Use  the  ftxmt^ack,  drag  or  resize  gadgeUs  to  refresh  the  dis- 
play and  see  the  results  of  this  command.  Remember  that,  if  the 
resize  gadget  is  attached,  you  will  still  only  have  78  columns  of 
text  available.  Even  without  the  resize  gadget,  due  to  the 
GEVIMEZEROZERO  status  of  the  default  BASIC  window,  you 
will  still  see  only  79  colunms  max  using  the  standiuxl  font.  Keep 
in  mind  that  you  are  writing  directly  to  the  window  structure  in 
memory,  so  be  careftil  when  trying  this  with  other  items  in  the 
windov/s  structure. 
Jerry  SUllson 
Scituate,  MA 

[GIMMEZEROZERO  telk  the  Amiga  display  routines  that  your 
window  is  actually  the  area  within  the  normally  recognized  bor- 
ders of  the  window.  This  area  usually  begins  one  pixel  below  the 
title  bar  and  one  pixel  to  the  right  of  the  left  border  and  contmues 
to  one  pixel  above  the  current  bottom  border  and  one  pixel  to  the 
kfi  of  the  resize  gadget  (if  used)  or  right  border.  -  TAJ] 

Continued  on  pfl.92 


18    DECEMBER  1987 


-.u 


VI 


•■--    t-Si?»       ..-rlJS 

entij 

\n 

si 

G 

^mgs 

^s 

]m 

m 

Adventare  Gainers  kpphmnratesl 


agnificent  ga 


^ 


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(Populv  Computing  Weekly,  U.K.) 

.  .}uut  game  ius  exceeded  ttiy  wildest  expcctatlorts, .  J 

law  run  up  moreganie  lime  im  tlie  computer  in  i  tbjs  than  in  iltc 
entire  month  premnis. "  (CJ.M.,  Biif&lo.  N.Y.) 

"ITtis  is  one  of  the  nxKi  magnlflcent  games  /  haw  cirr  tad  the 
p/t-jMtrt'  o/p/ajifijj.'  It  has  exactly  the  bahnce  of  ft^aW.'.ni,  pljy- 
:ihiliiy  and  siUincx.t  thai  I  mom  jjrjrr. "  (J.P^.,  San  Diego,  CA) 

■■PIH;V.TES!  is  a  big  hit  in  the  /ia/f.is  area.  This  game  is  one  t)f}viir 
best  eSbns.  The  graphics  on  aV/  .serpen*  are  cxcrJ/cn(.'  You  have 
done  it  again,  .Vicroprose. " 

(Larry  Mcdtln,  DaJlasGamcrs,  in  Game  News) 

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The  AH-64  Apache  Gunship  Helicop- 
ter was  designed  to  support  militaiy 
ground  operations,  while  possessing  the 
fire  power  to  eliminate  fi-ont-line  enemy 
amiored  vehicles  and  sophisticated  anti- 
aircraft weapons.  The  Gunship  carries 
state-of-the-art  toys  of  destruction:  AGM- 
114A  Hell-fire  Anti-Tank  Missiles,  Fold- 
ing Fin  Aerial  Rockets  (FFARs)  and  the 
30mm  Chain  Gun.  With  all  of  these  op- 
tions, the  Apache  Helicopter  has  emerged 
as  one  of  the  most  vei-satile  airborne 
weapons  in  the  American  ai-senal,  and 
you  are  the  pilot  of  this  flying  tank  in  Mi- 
croPnose's  Gunship  simulation. 

At  the  outset  Gunship  offers  a  series  of 
screens  which  pro\'ide  information  (vehi- 
cle identification  practice,  previous  flight 
information,  pilot  roster,  assignment 
briefing,  intelligence  information!  and  a 
chance  to  change  the  existing  parameter 
of  the  game  (duty  assignment,  style  of 
flying,  flight  conditions). 

Next,  you  must  arm  the  Gunship  with 
the  appropriate  weapons.  The  screen  dis- 
plays a  simple  diagi-am  of  the  Apache 
Hehcopter.  Tb  the  right  of  the  diagram  is 
a  group  of  symbols  representing  different 
weapons.  Tb  load  weapons,  move  the  glow- 
ing aiTow  to  the  weapon  of  your  choice, 
press  the  fire  button,  cany  that  icon  to  the 
proper  position  on  the  helicopter,  press  the 
button  again,  and  the  weapons  have  been 
installed.  Remember  you  will  always  be 
loading  or  unloading  pail's  of  missiles. 
This  must  be  done  to  balance  the  weight 
of  the  materia!  on  your  helicopter  TVy  to 
estimate  what  you  really  need  for  the 
mission,  load  yom-  i*equirements  on  the 
copter,  and  if  you  have  room  for  additional 
weapons,  add  them  to  the  inventoiy  (bear- 
ing in  mind  they  can  affect  the  perfor- 
mance of  the  craft  in  ceitain  scenarios).  It 
pays  to  keep  an  eye  on  the  cmTent  weight 
status  of  your  Apache  Gunship,  even 
though  the  program  won't  allow  you  to 
overload  the  helicopter. 

In  terms  of  gi'aphics,  Gunship  excellent- 
ly blends  realistic  drawings,  like  those 
found  in  the  cockpit,  and  an  interesting 


Reviewed  by  John  Jermaine 


nee  you 
ixperience 
hese 
cenarios, 
ou  begin  to 
hinklikea 
iJDilotand  not  like 
nother  arcade 
;ame  player. 

collection  of  vector  pictures  (vehicles  in 
the  field,  the  stiucture  of  hills,  etc.)  seen 
through  the  glass  of  youi-  windshield.  All 
the  gauges,  indicatoi-s.  and  flight-oriented 
controls  seem  to  respond  coirectly  to  in- 
puts made  by  the  pilot.  The  sector  map 
used  during  the  game  is  bright,  attractive, 
and  displays  important  features  like 
roads,  streams,  cultivated  fields,  bunkei-s, 
ai-moi-ed  vehicles,  etc.  These  di-awings  are 
some  of  the  best  3D  vector  graphic  dis- 
plays I  have  seen  to  date  in  microcom- 
puter games. 

The  sounds  of  the  simulation  were  well 
done  and  support  the  gi-aphics  effectively. 
Most  of  these  noises  consist  of  the  woosh  of 
missiles  being  fined,  the  explosion  of  these 
projectiles  hitting  their  targets,  the  sound 
of  the  blades  tiuning  and  the  several  vari- 
ations of  that  sound. 

The  Operations  Manual  is  one  of  the 
most  thorough  software  manuals  I  have 
ever  seen.  Every  common  situation  a  pilot 
might  encounter  is  explained  in  simple 
everyday  language.  I  also  like  the  Apache 
Gunship  specifications,  and  the  Micro- 
Prose  explanation  of  how  a  hehcopter 
works  is  quite  accurate.  The  manual  is  ac- 
companied by  a  keyboard  overlay  which 
greatly  simplifies  operational  and  weap- 
ons selection  control. 

MicroPixise's  Gunship  simulation  is  one 
of  the  most  exciting  microcomputer  pro- 
grams on  the  mai'ket  today.  It  pro^ddes  a 
realistic  military  combat  situation,  and  it 
makes  me  feel  like  a  pilot,  and  not  just  a 
user  who  can  manipulate  a  joystick.  I  rec- 
ommend this  progi-am  to  adventurous  in- 
dividuals 12  yeai^  and  older. 

lb  acquire  a  useful  set  of  tips  for  this 
above  average  flight  simulation,  I  consult- 
ed Randy  Havener,  a  pilot  and  64  user 


friend  of  mine  who  has  played  Gunship 
consistently  for  a  month  or  so.  These  are 
his  comments  on  key  issues  of  the  pro- 
gram: 

Before  you  attempt  to  load  the  Gunahip 
diskette,  remove  any  fast  loading  mecha- 
nisms fi-om  the  computer  and  disconnect 
the  serial  bus  after  the  first  drive.  This 
procedm-e  eliminates  ceitain  fiictors  fixim 
the  system  which  tend  to  cause  problems 
when  the  program  is  in  use. 

1.  Air  Temperature  —  As  the  tempera- 
tm-e  and  humidity  go  up,  the  air  becomes 
thinner,  and  your  helicopter  won't  fly  as 
well.  You  may  also  experience  new  limita- 
tions concerning  how  much  weight  yom- 
crafl  can  carry  on  a  mission.  A  wise  pilot 
will  be  concerned  mth  this  factor,  especial- 
ly in  Southeast  Asia,  the  Middle  East,  or 
Central  America.  If  you  happen  to  experi- 
ence lifl  problems  dming  a  mission  that 
cannot  be  attiibuted  to  enemy  fire  stiik- 
ingyour  gunship,  consider  trjing  to  cor- 
rect the  situation  by  jettisoning  a  weap- 
on's pod.  The  loss  of  weight  may  allow  you 
to  return  to  base  or  continue  the  mission. 

2.  Arming  The  Helicopter  —  Study  the 
intelligence  report  of  the  area  you  will  be 
flying  in,  consider  the  types  of  weapons 
that  are  common  in  that  region,  and  think 
about  the  nature  of  youi'  assignment  be- 
fore you  load  anj-thing  on  the  Apache 
Gunship. 

3.  Flying  The  Apache  Gunship  —  T17 
more  difficult  assignments  as  soon  as  you 
become  familial-  with  the  controls  of  the 
gunship.  This  approach  will  put  you  into 
combat  situations  where  you  must  make 
snap  decisions  or  get  shot  down.  Once  you 
experience  some  of  these  scenarios,  you 
really  begin  to  think  like  a  pilot  and  not 
like  another  arcade  game  player,  Gauges 

Conlinued  on  pg.  124 


22     DECEMBER  1987 


-/ 


CALIFORNIA  games; 


ITT* 


IH: 


S1ME  OF  INTENSITY. 


1     '■■ 

^ 

^ 

1 

1 

3 

it/rlwmpwiis. 

n-lu-tirr^an!f/t 
/iiu!  ftrryonc  el. 

hrak'/ast 

1 

— *-.- 
J,/ 

■r 

4l 

L, 

^ 

SUthm  the  hoardiealk^fsiadf  course 
tin  nUiew  <kfJtcii 


-  j^K^It  alnt  beach  blanket  bingo. 
~  These  are  radi- 

cal games.  Games 
that  take  the 
honorable 
tradition  of 
Summer 
Games'  land 
II,  Winter  Gmnes^  and  World 
Games^  wax  it  down  and  load 
it  on  the  roof. 

Try  shredding  the  face  of  a 
totally  tubular  wave.  Join  the 
airforce  in  a  BMX  bike  race. 
Screech  around  on  skates 
and  then  rocket  off  the 
skateboard  ramp. 

Yju'U  be  playing 
for  sponsors  like 
^    Ocean  Pacific,  NHS 
anta  Crusz,  CASIO,  Costa 
Del  Mar,  Kawasaki,  and 
Spinjammer.  For  trophies 
and  an  overall  championship. 

So  get  air.  Go  crazy    California  games  by  i 
Welcome  to  the  state 
of  California. 

SEE  GAME  BOX  FOR  DETAILS  ON  INSTANT  WINNER  CONTEST. 


Sur/ing.  A  sfK>rt  iifiruted  bv-   _ 
halt-Saktii'Banzms  with  afnndntssfor' 
ripping,  grijidin^.  and  shrrddiitg- 


i-vX 


/ 


SOFTWARE  REVIEWS' 

The  Talking 
Coloring  Book 

Computer:  Amiga 

Publisher:   JjMH  Software  Of  Minnesota 
7200  Hemlock  Lane 
Maple  Grove,  MN  55369 

Medium;      Disk 

Price:         §29.95 

When  I  first  read  the  specifications  for 
the  Amiga,  the  possibilities  for  its 
built-in  speech  synthesizer  charged  my 
imagination.  At  last  software  deveiopei-s 
are  beginning  to  utilize  this  powerful  fea- 
ture —  The  Talking  Coloring  Book  is  one 
of  the  first.  Marketed  as  a  combination 
educational/ftm  package,  it  lets  even  the 
youngest  child  use  the  Amiga's  mouse  to 
draw  and  color  pictures  while  learning  col- 
ors. 

The  title  screen  displays  a  colorful 
clown  while  the  Amiga's  male  voice  intro- 
duces the  product.  Next  it  speaks  and 
highhghts  the  screen  listing  the  four  op- 
tions: Demonstration,  Practice,  Color  and 
Draw. 

Selecting  Demonstration  summons  a 
sci-een  showing  nine  crayons  with  a  label 
on  each.  The  color  of  each  is  spoken  as  the 
crayons  change  color  After  the  demo  fin- 
ishes, the  child  can  use  the  mouse  to  select 
a  crayon,  after  which  the  color  will  again 
Ik  spoken.  Using  this  point-and-hear 
method  the  child  will  associate  the  word 
for  the  color  mth  the  actual  color. 

The  Practice  option  works  like  a  simple 
quiz.  Again  nine  labeled  (unifoiTnly  grey 
in  color)  crayons  are  displayed,  but  this 
time  the  voice  of  the  computer  asks  the 
child  to  point  to  a  particular  color  word. 
No  score  of  proper  or  improper  responses 
is  tallied  and  no  time  limits  are  enforced. 
The  idea  is  simple  —  help  the  child  learn 
to  associate  gmwps  of  letters  (words)  with 
their  corresponding  color. 

If  the  Color  option  is  selected  the  names 
of  the  ten  pictures  which  come  with  the 
program  aj^e  listed  on  the  screen,  lb  select 
a  picture  the  child  simply  points  and 
clicks  the  mouse.  The  picture,  bordered  by 
nine  labeled  crayons  and  an  eraser  ap- 
pears. After  a  crayon  has  been  picked  the 
program  will  speak  the  color  and  the  child 
can  point  at  a  spot  in  the  picture  and  fill  it 
with  that  color  by  simply  clicking  the 
mouse.  Tb  change  colore  the  child  can  ei- 
ther erase  (same  as  coloring  except  color  is 


subtracted)  or  just  color  on  top  of  the  exist- 
ing shade  using  another  crayon.  Finished 
pictures  can  be  dumped  to  a  color  printer 
for  hard  copy. 

The  Draw  option  opens  up  a  clear 
screen  page  for  the  child  to  draw  on,  erase, 
and  revise  whatever  creation  his/her  mind 
and  wrist  motion  can  conjm-e  (no  coloring 
is  possible  during  this  operation).  Fin- 
ished artwork  can  be  saved  to  disk  and 
then  selected  for  coloring. 

While  drawing,  the  child  needs  to  be 
careful  to  close  forms  or  else  color  will 
bleed  through  to  adjacent  areas  when  a 
color  is  applied.  There  is  no  real  damage 
done  by  such  a  mistake,  but  to  con^ect  the 
problem  (connect  the  lines)  the  child  must 
abandon  the  coloring  screen  and  reload 
the  uncolored  page  and  finish  the  lines. 
My  five  year  old  was  able  to  accomplish 
the  functions  unaided.  I  suspect  even 
younger  children  could  do  as  much  —  the 
mouse  activated  input  makes  it  that  easy. 
The  drawing  screen  offere  nothing  fancy; 
just  draw  or  erase. 

While  this  softwai"e  will  not  replace 
plain  paper  and  crayons  it  can  comple- 
ment them.  Because  the  child  can  quickly 
and  easily  coniect  eiTors  and  produce 
more  "professional  looking"  results,  the 
timid  or  resei-ved  ones  may  be  more  in- 
clined to  experiment  using  the  program 
than  they  would  be  with  a  less  forgiving 
medium.  Beyond  teaching  children  to 
read  and  recognize  some  woi-ds  and  ex- 
press themselves  graphically,  the  program 
also  exposes  them  to  computers.  It  is  good 
for  young  childi-en  to  see  the  computer  as 
a  useful  tool  which  they  can  control  — 
The  Talking  Coloring  Book  does  that. 

There  are  some  things  about  the  Color- 
ing Book  which  I  didn't  like.  First,  colored 
pictures  cannot  be  saved  to  disk  for  future 
viewing.  Their  uncoloi-ed  creations  can  be 
stored  and  enjoyed  over  and  over,  but  not 
the  finished  coloi-ed  ones.  Without  a  print- 
er, the  colored  pictures  disappear  forever 
when  the  computer  is  turned  off. 

Another  problem  I  encountei^ed  con- 
cerned the  manual  —  there  is  none.  That's 
really  no  problem  98%  of  the  time.  But  if 
you  ai-e  like  me  and  do  not  have  a  color 


Reviewed  by  Gary  V.  Fields 


printer  and  your  child  wants  to  dump 
hij/her  drawing  to  your  black  and  white 
dot-matrix  printer,  you  may  find  yourself 
in  trouble.  The  inclusion  of  a  simple  man- 
ual with  instructions  on  how  to  properly 
select  the  printer  would  eliminate  a  lot  of 
finstration  for  those  new  to  the  Amiga. 
Everyone  dislikes  reading  manuals,  but 
needing  one  and  not  having  one  is  even 
worse. 

The  inclusion  of  speech  makes  the 
Coloring  Book  a  much  more  appeahng 
and  helpful  product  than  it  would  be  with- 
out the  voice.  But  oddly  enough,  the  ver- 
sion used  for  this  review  mixed  speech 
with  silence.  The  coloring  and  demo 
screens  used  the  built-in  voice  perfectly, 
but  when  the  child  moves  to  the  drawing 
screen  the  program  goes  mute.  For  exam- 
ple, when  the  child  picks  a  crayon  in  the 
Coloring  sci«en,  the  progi'am  says  the 
word  (red,  gi'een,  eraser,  etc.),  but  when 
the  child  picks  a  tool  in  the  Drawing 
screen  the  program  says  nothing.  The 
screen  which  really  needs  speech  but  does 
not  have  it  is  the  "Pick  A  Picture  Tb  Col- 
or" display  The  program  reads  the  avail- 
able files  from  the  disk  and  the  child  can 
choose  which  one  to  color  or  change  (edit) 
by  pointing  to  it.  I  expected  the  voice  to 
say  the  filenames  as  they  were  highlight- 
ed but  it  did  not.  The  inclusion  of  speech 
here  would  not  only  have  made  the  pro- 
gram fi-iendlier,  but  would  also  have 
helped  expand  the  child's  vocabulary. 
Maybe  fiitm-e  vereions  of  The  Talking 
Coloring  Book  will  be  more  talkative. 

The  Talking  Coloring  Book  is  no  compe- 
tition for  poweiM  gi'aphic  progi-ams  like 
Dehae  Paint  11.  There  are  no  options  like 
miiTor  images,  auto  circle,  add  text  to  a 
drawing  or  use  brushes  offered  here. 
Those  are  featm^es  I  would  look  for  in  a 
professional  graphic  program,  but  while 
testing  Coloring  Book  I  had  to  keep  re- 
minding myself  that  it  was  designed  for 
young  children  —  not  middle-aged  men. 
Looking  for  a  more  objective  opinion,  I 
turned  to  my  kindergaiten-aged  son.  He 
was  delighted  with  the  piwiuct  and  in 
short  order  wiggled  the  mouse  out  of  my 
hand  and  was  drawing  and  coloring  unat- 
tended. For  him  drawing  and  coloring  on 
a  "glass  tablet"  was  just  as  natural  as  us- 
ing construction  paper  and  felt  tip  pens. 
What  more  can  I  say?  The  Talking  Color- 
ing Book  was  designed  for  kids  and  they 
(or  at  least  mine)  found  it  stimulating  and 
easy  to  use.  g 


24     DECEMBER  1987 


mniS^iMA{\^iiim.i:niv^n,m:.vmtit^A4i: 


1965  -  High-performance  Jet  flight 

simulator  for  the  IBM, 
;  Commodore  64,  and  Apple  II 

'  computers 


1987  -  Expanding  Scenery  disk         ! 
coverage:  East  Coast,  Japan, 

&  Europe 


1 986  -  Flight  Simulator  1 1  for  the  68000 
computers 


1979-  3D  graphics  applied  to  the 

original  FS1  Flight  Simulator  for 
the  new  Apple  II  and  TRS-80 
computers 


1982/1983  -  Microsoft  Flight  Simulator 
&  Flight  Simulator  II 


1977  -  SubLOGICs  3D  graphics 

package  In  BASIC  and  M6800 
Assembly  language 


n  Years  of  Technology  and  Dedicatio 


Some  say  our  technology  has  helped  us  define  the  state  of  the  art  in  flight  simulation.  We  believe  our  ten  years  of  dedication 
have  gotten  us  where  we  are  today. 

SubLOGICs  first  black  &  white  3D  graphics  routines,  developed  in  1 977,  paved  the  way  for  our  introduction  to  flight  simula- 
tion and  aerial  combat  gaming  theory.  Our  second-generation  Flight  Simulator  11  was  so  well  conceived  that  even  we  find  it 
difficult  to  improve  upon.  Jet's  spectacular  land  and  sea  battle  scenarios  set  another  classic  milestone  in  state-of-the-art 
simulation  gaming.  Scenery  concepts  incorporated  into  SubLOGlC  flight  simulation  products  right  from  the  start  continue  to 
evolve  as  we  introduce  new,  more  beautifully  detailed  areas  of  the  world  to  explore.  And  coming  in  1 988  -  a  flight  control  yoke 
for  even  more  realism! 


We  invite  you  to  help  us  celebrate  our  first  decade  of  success,  and  share  in  our  anticipation  of  the  next  ten  years  to  come. 
SubLOGlC  tenth-anniversary  promotional  shirts  and  posters  are  available  at  your  dealer  or  directiy  from  SubLOGlC.  See  your 
dealer,  or  write  or  call  us  for  more  information.  ,  ^     - 


-)DifeU)GIC 


713  Edgebrook  Drive 
Channpatgn  IL  61820 
{217)  359-8482  Telex :  206995 

ORDER  LINE:  (800)  637-4983 


(OKCOpl  in  llhnois) 


.^;A.'.;;  vijifet^i..';-^ 


SOFTWARE  REVIEWS" 


Reviewed  by  Russ  Ceccola 


Legacy  of  the 
Ancients 


Computei-: 

Commodore  64 

Publishei- 

Electronic  Aits 

1820  Gateway  Diive 

San  Mateo,  Ca  94404 

Medium: 

Disk 

Price: 

$29.95 

Fantasy/adventure  games  are  so  nu- 
merous in  the  software  world  that, 
when  a  new  game  is  released,  the  product 
must  greatly  impress  anyone  who  plays  a 
demo  version  in  a  store  or  reads  the  hype 
on  the  box.  Legacy  of  the  Ancients  com- 
bines everything  dear  to  the  heart  of  ad- 
venturers everywhere.  Twin  brothers 
John  and  Chuck  Dougherty  created  a 
world  called  Tkrmalon  which  takes  ftill 
advantage  of  detailed  graphics  and  a  col- 
lection of  unique  sounds  to  make  your 
journey  through  Tkrmalon  more  enjoy- 
able. 

The  game  revolves  around  a  scroll 
called  the  Wizard's  Compendium  which 
you  find  in  the  grip  of  a  dead  man  lying 
along  the  side  of  a  road.  This  scroll  con- 
tains the  spells  of  12  long-dead  and  power- 
ful wi2ards  of  Tkrmalon  who  met  to  as- 
similate all  of  their  magic  onto  one  scroll. 
The  resulting  creation,  the  Compendium, 
was  more  powerful  than  expected  and  the 
wizards  fought  over  possession  of  the 
parchment. 

Passed  down  through  the  ages,  the 
scroll  brought  grief  and  death  to  anyone 
in  possession  of  its  tattered  fabric.  The 
man  you  find  along  the  side  of  a  road  was 
in  the  process  of  returning  the  scroll  to  the 
Tkrmalon  Galactic  Museum,  its  proper 
home.  You  must  finish  his  work  by  discov- 
ering how  to  neutralize  the  e%il  associated 
with  the  Compendium  and  ultimately 
take  the  scroll  to  its  eternal  resting  place 
in  the  Galactic  Museum. 

The  Galactic  Museum  fits  into  an  area 
of  23  X  22  blocks  mapped  out  on  graph 
paper  It  is  a  testament  to  Tkrmalon,  built 
many  ages  ago  by  the  Ancients,  a  strange 
race  of  beings  that  no  living  being  has 
ever  seen.  The  Ancients  built  similar  mu- 
seums on  other  planets  that  they  visited, 
all  containing  artifacts  indigenous  to  the 
planet. 

The  unique  elements  of  the  museums  of 
the  Ancients  are  the  displays  themselves. 
lb  view  a  display,  you  need  a  certain  coin 


The  man  you  find 
along  the  side  of 
a  road  was  in 
the  process  of 
returning  the 
scroll  to  the 
Tarmalon 
Galactic  Museum, 
its  proper  home. 
You  must  finish 
his  work. . . 


inCSPCCti 

•MAGIC 
OP€H 


Wt^ 


use  WHICH  MftGlC? 

CHOOSC:    Time     BOLI     OTHCB 


to  pay  for  your  interest.  There  are  12  dis- 
plays in  all,  including  two  that  require  no 
coin  to  inspect.  Legacy  of  the  Ancients 
starts  you  off  with  two  jade  coins;  the  Mu- 
seum contains  three  displays  that  use  jade 
coins,  requiring  you  to  make  a  choice  fkim 
the  very  start  which  affects  the  rest  of  the 
adventure.  Some  displays  will  give  you 
transportation  to  other  areas  of  Tkrmalon, 
while  others  offer  usefiil  items  or  gold. 
One  interesting  display  houses  a  game 
called  the  Stones  of  Wisdom  which  in- 
volves betting  on  dice  to  increase  your 
character's  intelligence.  Return  to  the 
Museum  whenever  you  get  another  coin 
and  make  a  map  of  the  Museum  at  the 
start  of  your  quest,  so  you'll  be  ready  for 
the  dangers  ahead. 

You  see  Ikrmalon  in  all  its  wonder  de- 
picted in  flill-color  moving  graphics  in  a 
viewscreen  about  half  the  size  of  your 
monitor's  screen.  The  rest  of  the  three-sec- 
tion graphic  consists  of  room  for  com- 
mands at  the  bottom  and  a  list  of  all  avail- 
able commands  on  the  left.  You  select 
commands  by  joystick  or  cursor  keys  —  no 
typing  of  commands  is  required  to  play 
Legacy — another  plus  in  the  game's  favor 
The  joystick  does  everything  a  lot  easier 

The  world  of  Ihrmalon  is  immense,  as 
you  will  soon  find  out  when  moving  your 
character  across  a  lai^e  wilderness  and 
seeing  nothing  on  the  screen  except  for 
landscape  in  the  overhead  view.  There  are 
marshes,  mountains,  rivei"s,  lakes,  contin- 
ents, islands,  towns,  dungeons,  a  fortress 
and  a  castle.  fVaveling  goes  at  the  pace 
you  want  it  to,  and  there  is  no  set  pattern 


to  get  to  your  goal;  in  the  end,  you  will 
have  traveled  throughout  the  entirety  of 
Tkrmalon  anyway. 

There  are  12  towns  in  Tkrmalon,  each 
containing  a  number  of  places  and 
buildings  to  aid  you  in  your  quest.  Possi- 
ble locations  in  the  towns  are;  The  Bank, 
The  Lending  Association,  The  Foodstore, 
The  Weapons  Shop,  The  Armor  Shop, 
Buy-Back  Shops,  The  General  Store, 
Blackjack  Tkbles  and  Flip  Flop  Tkbles 
(gambling  games),  TVaining  Schools,  The 
House  of  Healing,  Magic  Shops  and  For- 
tune Tbller  All  of  these  places  assume  the 
personality,  names  and  prices  of  their  par- 
ticular town.  A  good  idea  is  to  play  some 
serious  practice  games  in  which  you  find 
every  town's  location,  what  they  include 
and  how  high  their  prices  are. 

Obviously,  you  can  spend  a  lot  of  time 
in  a  town.  It  might  be  useful  to  do  some 
heavy  gambling  at  Blackjack  or  Flip  Flop 
(a  variation  of  Pachinko  in  which  players 
bet  on  where  the  ball  lands  at  the  bottom 
of  the  Flip  Flop  board),  so  that  you  have  a 
good  supply  of  money  to  buy  goods,  armor 
and  weapons — all  necessary  for  the  long 
road  ahead.  A  good  thing  about  the  banks 
is  that  you  can  put  money  in  a  bank  in 
one  town  and  take  it  out  in  another  town, 
eliminating  the  possibility  of  losing  all 
your  money  in  a  robbery  in  the  wilder- 
ness. Use  this  option  to  your  advantage. 

Legacy  of  the  Ancients  is  essentially  a 
role-playing  game  in  which  your  charac- 
ter moves  up  in  levels  and  increases  use- 
fiilness  in  various  characteristics.  You  are 

Continued  on  pg.  124 


26    DECEMBER  1987 


.fms- 


.-o^i?*^^:.:;-; 


;ti->'wi*;- 


.-.,-:..r^^i,.,:-.'. 


Welcome  To  Comf^uServe.   ^ 
The  Largest  Computer  Information  Servici:  In  The  Universe. 

(As  Far  As  We  Know.)    . 


t:.- 


-ririW- 


More  people  use  CompuServe  than  any  other  online 
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They  have  access  to  a  combination  of  more  financial 
information,  a  greater  variety  of  shopping  services, 
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computer  service.  Anywhere, 


Of  course,  it's  conceivable  that  there's  a  service  like 
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Sure,  our  competitors  have  their  own 
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Up  Periscope! 


ee  Your  Dealer. 


And  don't  forget  Up  Periscope!,  the 
new  state  of  the  art  in  submarine 
simulation.  For  the  ultimate  in  sub- 
marine action  and  realism,  nothing 
else  even  comes  close. 


•  1B87  AetlonSoB  Corporation 

3D  graphics  and  special  oltocls  cmnosy  SubLCWIC  Corp. 
Commodore  64  and  Commodore  IZe  are  rooislored  trade- 
marks ot  CommodorB  Etsdronics  Ltd. 
Appfe  is  3  registered  trademark  ol  Appfe  Computer.  Inc. 
IBM  is  a  registered  trademark  ol  Inlernalionai  Business 
Machines  Corp. 


Or  write  or  call  for  more  information, 
ThunderChopper  is  available  on 
disk  for  the  Commodore  64/1 28  and 
Applet!  computers.  Up  Periscope! 
is  available  for  the  C64/1 28  and  IBM 
PC.  For  direct  orders  please  specify 
the  program  and  computer  version 
you  want.  Enclose  $29.95  plus 
$2.00  for  shipping  (outside  U.S. 
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iW^    Soft 


-GENERATIONS  AHEAD  IN 


201  WEST  SPRINGFI 
CHAMPAIGN.  IL61B20 


:.   SUITE  711 
(217)398-8388 


SOFTWARE  REVIEWS 

Up  Periscope! 

Computer:   Commodore  64 
Publisher   AdiotiSoft 

201  West  Spi-iiigfield  Ave. 

Smte  711 

Champaign,  IL  61820 
Medium:      Disk 
Price;         $29.95 

Once  the  United  States  was  drawn 
into  battle  and  WWII  kicked  into 
high  gear,  all  eyes  turned  toward  the  Pa- 
cific, —  the  stage  of  the  war's  most  impor- 
tant power  struggle.  Japan  had  the  early 
edge,  flexing  its  naval  muscle  to  not  only 
dominate  the  sea  surrounding  its  main- 
land, but  also  to  seize  and  secure  an  ever- 
expanding  formidable  line  of  defense.  Ja- 
pan's dominance  was  making  it  virtually 
impossible  for  the  Allied  surface  ships  and 
aircraft  to  mount  any  kind  of  significant 
attack.  But  the  Allies  were  still  confident, 
for  they  had  a  secret  weapon.  Figuring 
that  the  enemy  couldn't  fight  what  it 
couldn't  see,  the  U.S.  placed  all  hope  in  its 
"invisible"  attacker:  tie  fleet  class  sub- 
marine. 

So  the  curtain  opens  on  ActionSofl;'s 
captivating  new  simulation,  Up  Periscope! 
The  only  force  that  could  effectively  pene- 
trate the  seas  surrounding  the  Japanese 
homeland  was  the  American  submarines. 
This  program  winds  back  the  hands  of 
time  and  offers  you  the  chance  to  once 
again  enter  these  perilous  waters  as  com- 
mander of  your  own  sub.  From  bow  tubes 
to  stem  planes,  the  ship's  all  yours,  and 
although  a  well-trained  crew  is  standing 
by  to  cany  out  your  every  order,  you  alone 
must  make  all  strategic  decisions  regard- 
ing movement,  navigation  and  ordnance 
control. 

Your  vantage  point  throughout  the 
game  is  fiom  the  ship's  bridge  —  the  nu- 
cleus of  all  combat  action,  lb  help  you  ear- 
ly out  your  duties,  the  game's  main  screen 
has  been  halved  horizontally,  allowing 
you  to  check  on  a  number  of  the  sub's  ac- 
tivities with  a  quick  glance.  The  bottom 
portion  of  the  playfield  houses  a  panel  of 
instruments  and  gauges  displaying  all  the 
important  information  needed  to  run  the 
vessel.  The  top  half  of  the  screen  provides 
a  vivid,  three-dimensional  view  of  the 
ships,  sea  and  shoreline  surrounding  your 
sub.  Depending  upon  your  vessel's  depth, 
these  visuals  are  seen  through  either  peri- 
scope or  binoculars.  Both  can  be  panned 
lull  circle  in  either  dii^ection  and  contain 
variable-powered  lenses,  which  allow  you 


As  Captain,  you'll  often  find 
your  attention  divided 
between  a  series  of 
responsibilities  all  requiring 
constant  inspection. 

to  zoom  in  for  a  close-up  look-see. 

Aside  from  this  principle  playfield, 
there  are  also  six  auxiliary  screens  with 
additional  on-board  information.  These 
include  a  pair  of  navigational  charts,  a 
Radar  Scope,  a  Damage  Report,  a  Patrol 
Report,  and  a  Tbrpedo  Data  Computer 
(TDC),  which  helps  the  skipper  compute  a 
torpedo  launch  course  based  on  calculated 
target  specifications.  As  Captain,  youll  of- 
ten find  your  attention  divided  between  a 
series  of  responsibilities  all  requiring  con- 
stant inspection.  The  implementation  of 
orders  is  greatly  facilitated  by  a  logical  or- 
ganization of  keyboard  controls,  all 
backed  by  a  handy  reference  card  which 
clearly  outhnes  the  operational  options. 

Up  Periscope!  reaches  authenticity  on 
every  level.  Graphically,  the  visuals  are 
crisp,  clean  and  believable.  On  boaitl, 
maps  are  drawn  with  detailed  precision, 
instruments  are  clear  and  easily  moni- 
tored, and  station  reports  are  offered  in 
colorful,  legible  displays.  Out  on  the  high 
seas,  the  ship's  actions  are  smoothly  ani- 
mated. Each  surface  vessel,  be  it  destroy- 
er, tanker,  cai^o  or  transport,  has  a  design 
and  look  all  its  own.  If  a  ship  turns  for  a 
chase,  its  detailed  structure  takes  shape 
as  it  stalks  in  close  for  the  kill.  Launch  a 
torpedo,  and  a  visible  wake  slowly  drifts 
toward  its  target.  Hits  are  signaled  with 
an  explosive  geyser  of  water  as  contact  is 
made,  either  immobilizing  the  ship  or 
sending  it  on  an  agonizing,  twisting  roll 
into  its  watery  grave.  And  in  the  event 
that  your  missile  strays  off  tai^et  and  the 
enemy  completes  its  ramming  run  before 
you  can  dive,  you'll  get  a  low,  sea-level 
view  of  a  large  looming  hull  just  before 
impact.  Fatal,  but  fascinating. 

lb  augment  the  visual  realism,  Action- 
Soft;  adds  all  the  appropriate  audio  extras. 


Reviewed  by  Mark  Cotone 


The  incessant  pinging  of  the  sonar  rings 
clear,  mixing  vrith  an  assortment  of  infor- 
mative sounds  that  help  to  signal  the 
ship's  status.  Diesel  engines  run  with  a 
rough  growl,  while  electric  motore  give  oS" 
a  low  hum.  Tbrpedoes  leave  their  tubes 
with  a  quick  hiss,  move  away  with  a  fad- 
ing whir,  and  meet  their  target  with  a  dis- 
tant, metal-shearing  blast.  The  hull 
creaks  under  the  weight  of  the  sea,  the 
Klaxon  sounds  before  a  dive,  and  a  beep- 
ing alarm  calls  for  immediate  attention 
whenever  damage  is  sustained. 

When  we  delve  beneath  the  superficial 
audia'visual  appeal  of  this  program,  it 
comes  as  no  surprise  that  the  underlying 
action  is  both  exacting  and  engaging.  The 
combat  realism  is  taken  to  such  a  level, 
that  not  only  is  your  vessel  responsive  to 
your  commands,  but  the  enemy  ships  wiU 
also  act  and  react  depending  upon  your 
tactical  moves.  Pop  up  in  one  location  and 
draw  attention  to  yourself,  then  dive  and 
run,  and  you  might  be  able  to  spread  out  a 
lai'ger  convoy,  making  them  more  suscep- 
tible to  a  damaging  attack.  When  the  en- 
emy is  converging  on  your  position,  dive 
deep,  cut  the  engines  and  lay  low,  and 
there's  the  chance  that  you  might  be 
passed  over  You  can  even  jettison  some 
fiiel  and  debris  fit»m  your  ship  after  an  un- 
successful depth  charge  run,  hoping  that 
the  Japanese,  interpreting  this  as  a  sign 
of  a  fatal  hit,  will  believe  thernselves  vic- 
torious and  sail  away. 

ActionSoft  offers  a  number  of  different 
game  scenarios  to  test  your  command 
skills  imder  a  wide  variety  of  conditions. 
For  plebes,  a  Pacific  Patrol  option  is  avail- 
able to  help  you  familiarize  yourself  with 
the  battleground  vrithout  encountering 
the  enemy,  and  a  New  London  Refresher 
assignment  is  also  offered  to  let  you  hone 
your  skills  with  live  torpedoes.  From 
there,  it's  off  to  a  number  of  genuine  war- 
time reenactments,  which  let  you  go  on 
some  of  the  same  historic  submarine  mis- 
sion that  U.S.  ships  carried  out  in  the 
1940's.  Limited  visibflity,  unproven  "dud" 
torpedoes,  and  hazardous,  uncharted 
atolls  are  some  of  the  many  recreated  ob- 
stacles to  victory,  lb  make  this  precision 
simulation  accessible  to  aU,  a  ten-point 
options  menu  is  included  to  let  you  tailor 
each  mission  to  match  your  skill.  Every- 
thing from  hull  thickness  to  enemy  exper- 
tise can  be  altered,  allowing  you  to  stack 
the  deck  as  you  see  fit. 

Continued  on  pg.  122 


30    DECEMBER  1987 


CANBEVERYENTERTAININa 

DEFCON  5:  The  AullMntlC  SDI  SImulaUm. 


ENEMY  LAUNCH  DETECTED  ALPHA  ZULU  13:43. 
EXPECT  VIOLATION  ULS.  AIRSPACE  14:09. 

YOU  are  at  the  controls  of  America's  "Star  Wars"  space-based  missile  deferrse  system. 
DEFCON  5  is  an  authentic  simulation  of  our  Strategic  Defense  Initiative. 

Your  computer  is  in  command  of  a  network  ol  ort)iting  visual  reconnaissance  satellites 
and  an  avi/esome  arsenal  of  sophisticated  space-based  weapons.  The  fate  of  the  world 
is  in  your  hands.  You  make  the  split-second  decisions  necessary  to  detect,  intercept 
and  destroy  incoming  enemy  warheads. 

Using  realistic  military  commands  you  control 
9  separate  weapon  systems,  including  orbiting 
lasers,  neutral  particle  beam  emitters,  electro- 
magnetic launchers,  and  nuclear-pulsed 
x-rays.  We're  at  Defcon  5  and  counting.  Impact 
is  imminent.  Will  you  destroy  the  missiles  in 
time  to  save  the  human  race? 


WW 


'^^SLs 


Call  TOLL-FREE  for  the  COSMI 

dealer  nearest  you.  or  to  order 

direct. 

DEFCON  5  is  by  Paul  Norman. 

creator  of  the  Super  Huey  (light 

simulator  series. 

DEFCON  5  for  C-64/128  is  priced 

at  $19.95.  For  IBM  PC,  S24.95. 

c©smi 

(800)  843-0537 

in  California  (800)  654-8829 
415  N.  Figueroa  Street 
Wilmington.  CA  90744 


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The  Comnuxiore'Conneaion. 


SOFTWARE  REVIEWS" 


Reviewed  by  Russ  Ceccola 


The  Lurking 
Horror 


Computen    Commodore  64 ,  Amiga 
Publishen     Iiifocom 

125  Cambridge  Pai-k  Dr. 

Cambridge,  MA  02140 
Medium;      Disk 
Price:  $34.95  (Commodoi-e  64) 

$39.95  (Amip) 


Think  back  to  when  you  were  in  high 
school  or  college  taking  that  comput- 
er programming  course.  You  had  to  use 
the  school's  computers  and,  for  the  most 
part,  they  were  never  available  in  the  day- 
time. People  fought  for  access  to  the  com- 
puters and,  because  of  your  late  classes  or 
general  laziness,  you  often  wound  up  in 
5ie  computer  room  in  the  middle  of  the 
night  to  do  your  work.  As  a  member  of  the 
"3  A.M.  Club."  you  wandered  the  halls  of 
your  alma  mater  after  hours,  taking  a 
break  from  fighting  with  the  computer's 
inadequacies.  Did  you  ever  wonder  what 
went  on  behind  closed  doors  in  the  school 
at  night?  What  exactly  was  that  strange 
noise  you  just  heard,  and  who  turned  on 
that  Ught  in  the  iioom  you  just  passed? 
Questions  like  these  and  others  are 
answered  in  excruciating  detail  in  one 
of  Cambridge-based  Infocom's  newest 
games.  The  Lurking  Horror.  As  the  eighth 
work  of  interactive  fiction  from  veteran 
game  designer  Dave  Lebling,  The  Lurk- 
ing Horror  is  also  Infocom's  first  endeavor 
into  the  realm  of  horror.  When  asked  why 
he  chose  a  honxir  game,  Lebling  replied: 
"When  I  was  a  kid,  I  was  interested  in 
horror  mo\des  and  books,  as  well  as  sci- 
ence fiction  and  fantasy  In  particular.  I 
read  some  of  H.  P.  Lovecraft's  works  and 
they  made  a  lasting  impression.  I  began  to 
pick  up  some  of  his  writing  again  a  year  or 
so  ago  and  found  myself  reacting  not  as 
much  to  some  stories  as  I  did  when  I  was 
young,  but  at  the  same  time  being  terri- 
fied by  others  that  hadn't  affected  me  at 
all  before.  I  thought  that  horror  would  be 
a  neat  theme  for  a  game  and  went  ahead 
with  my  plans." 

In  Horror,  you  are  in  the  Computer 
Center  at  G.U.E.  Tfech  with  a  twenty-page 
paper  due  tomorrow  morning  and  a  rag- 
ing blizzard  outside  confining  you  to  the 
building.  It  is  the  middle  of  the  night  and 
there  is  no  one  else  in  the  center  except  for 


While  editing  your  paper,  you 
find  that  it  has  been 
replaced  by  text  that  looks  all 
too  familiar,  and  you  are 
drawn  into  a  nightmare  that 
won't  end  until  you've  found 
your  paper. 

a  hacker  who  looks  familial-.  While  editing 
your  paper,  you  find  that  it  has  been  re- 
placed by  text  that  looks  all  too  familiar, 
and  you  are  drawn  into  a  nightmare  that 
won't  end  until  you've  found  out  what 
happened  to  your  paper  (or  at  least  finish 
your  Classic  Coke),  bi  the  proce^  of  ex- 
ploring G.U.E.  Tfech  in  search  of  the  lost 
paper,  you  find  other  presences  not  alto- 
gether pleasant. 

Horror  is  an  all-text  game  in  which  you 
type  in  simple  commands  at  a  prompt  in 
response  to  computer  descriptions  and 
other  consequences  of  your  actions.  From 
commands  like  "Go  West"  to  ones  like 
"Throw  the  Funny  Bones  at  the  Crea- 
ture," the  story  happens  according  to  your 
actions  alone.  If  you  choose  not  to  do  any- 
thing important  and  instead  enter  com- 
mands like  "Examine  Me"  and  "Scream," 
be  warned  that  you  may  be  wasting  valu- 
able game  time  on  nonsense  actions. 
What  distinguishes  Infocom  games  fix)m 
all  other  text  games  is  that  you  have  the 
option  to  do  almost  anything  you  want  to 
do  in  that  universe-on-a-disk.  Horror  is  no 
exception,  and  you'll  be  surprised  by  the 
vast  number  of  options  at  your  disposal  at 
every  prompt  from  the  computer. 

G.U.E.  Tech  mirrors  nearby  M.I.T.,  ac- 
cording to  Lebling,  and  he  designed  the 
geography  for  the  game  locations  based  on 
an  existing  map  of  M.IT.  Lebling  de- 
scribes the  background  of  G.U.E.  Tbch: 
"My  theory  is  based  on  H.  P.  Lovecraft's 
fictitious  Miskatonic  University.  It  was 
obviously  a  very  small  school,  and  Love- 
craft.'s  Miskatonic  River  was  the  fictional 
counterpart  to  Massachusetts' Merrimac 
I  River,  After  all  the  troubles  at  Miskatonic 
in  the  20's  and  30's  that  Lovecraft  wrote 
about,  the  town  that  the  school  was  locat- 
ed in  ran  into  financial  difficulties.  As  a 
result,  it  and  several  other  small  schools 
I  merged  to  become  G.U.E.  Tbch,  thanks  to 
the  great  bequest  made  by  George  Under- 


wood Edwards.  G.U.E.  Tfech  is  the  lineal 
descendant  of  Miskatonic." 

Regardless  of  affiliation,  G,U.E.  Tfech 
contains  within  its  walls  many  unspeak- 
able thin^  that  I  won't  speak  about,  be- 
cause I  don't  want  to  ruin  the  game  for 
you.  HoiTor  fans  will  love  all  the  descrip- 
tions that  Lebling  sprinkled  throughout 
the  game,  and  Lovecraft  fans  will  scream 
vrith  delight  at  all  the  inuendos  present  in 
The  Lurking  Horror.  The  game  is  the  first 
normal  difficult}'  game  Lebling  has  de- 
signed since  Zork  I.  When  you  ultimately 
finish  the  game  and  take  part  in  a  dra- 
matic and  involved  cUmax,  you'll  be  beg- 
ging for  more.  Horror  pushes  you  to  the 
limits  of  your  pu2zle-solving  capability 
and  mental  capacity  and  offers  all  that  in- 
teractive fiction  fans  have  come  to  know 
and  love. 

Lebling  wrote  Horror  in  a  prose  style 
reminiscent  of  Lovecraft's.  A  typical  de- 
scription in  the  game  is:  "A  thick  black 
mist  begins  to  form  in  the  room.  Parts  are 
darker,  and  parts  lighter,  and  the  dark 
parts  form  a  disturbing  shape.  The  profes- 
sor chants  and  calls  more  loudly  now,  his 
voice  rising  in  a  kind  of  hysteria,  and  you 
realize  the  calls  are  being  answered." 

Lebling  explains  his  motivation  for 
writing  in  this  style,  "That  was  intention- 
al. I  wanted  to  write  something  that  was 
basically  Lovecraftian,  but  set  in  a 
Stephen  King  kind  of  world.  One  of  the 
things  that  King  does  is  ground  his  stories 
in  the  real  world  with  believable  people 
and  brand  names.  That's  why  I  included 
Classic  Coke  and  Funny  Bones  instead  of 
soda  and  a  snack."  Lebling's  attempts 
were  successfiil,  for  the  game  reads  like  a 
good  horror  novel.  Your  mind  must  be 
bent  in  the  same  way  In  dealing  with  the 
denizens  of  G.U.E.  Tech's  hidden  rooms 
and  underground  passages,  don't  always 
try  the  normal  approach  to  a  problem. 
Look  for  an  easier  way  out  or  one  that  in- 
cludes a  touch  of  the  supernatural. 

LebUng  gave  me  a  piece  of  advice  in 
playing  his  games  wWch  applies  to  Hor- 
ror, "In  almost  every  game  I  write,  there  is 
a  maze — but  I  hate  mazes.  So,  if  you  find 
a  maze  in  one  of  my  games,  the  chances 
are  very,  very  near  1009^  that  there's  a 
trick,  and  if  you  figure  out  the  right  thing 
to  do,  it's  not  a  maze."  The  maze  in  Horror 
appears  later  in  the  game,  but  you  have  to 
figure  out  how  to  get  through  it. 

Lebling  included  many  objects  and 

Continued  on  pg.  36 


34     DECEMBER  1987 


THEBARBARIAN 
tm  ARRIVED! 

THE  imRORPODS 
ARECOMING! 

TWO  GREAT  NEW  TITLES  mOM  PSYCHOSIS 


'THE  list  dFiiSf" 

Commodore  Magazine 


"*r:Njr.jfr 


BARBARIAN 

Can  you  become  Hegor  the  famous  dragon- 
slaying,  monster- mangling  Barbarian? 
Are  you  the  warrior  who  can  enter  the 
fearful  realm?  of  the  underground  world  of 
Durgan^a  world  terrorized  by  the  evil 
Necron? 

Can  you  hand  fe  the  adventure,  the  frenzied 
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Its  been  a  long  watch...Asthesun 
disappeaTS  over  the  horizon,  the  uninviting, 
grey  bleakness  of  Colian  becomes  apparent. 
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zero temperatures  to  an  already  hostile 
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■Software  Reviews/The  Lurking  Horror  — 

I   Continued  fnim  i>g.  34 
situations  closely  related  to  his  days  at 
M.I.T.  which  make  the  game  more  inter- 
esting to  play.  For  instance,  the  brass 

"I  wanted  to  write  something 
that  was  basically 
Lovecraftian,  but  set  in  a 
Stephen  King  kind  of  world." 

hyrax  you  eventually  find  is  a  tribute  to 
M.I.T.'s  class  ring,  lovingly  refeiTed  to  by 
alumni  as  the  "brass  rat."  The  ring  de- 
picts a  beaver  .sitting  atop  a  bunch  of 
twigs  with  one  in  its  mouth.  The  year  of 
graduation  is  spelled  out  with  twigs  as 
well.  The  maintenance  man  in  Horror  is 
just  like  the  ones  Lebling  and  his  friends 
encountered  when  they  took  exploratory 
late-night  breaks  in  the  basements  of 
M.I.T.  Similarly  the  rats  you  encounter  in 
one  of  the  sub-sub-sub-basements  at 
G.U.E.  Tfech  were  a  reality  once  for  Le- 
bling and  his  cohorts  as  they  exploi-ed  a 
dark  basement  and  saw  hundreds  of  tiny 
beady  eyes  staring  back. 

The  Lurking  Horror  is  an  excellent 
journey  into  hoiTor  interactive  fiction  and, 
as  Infocom's  first  such  attempt,  has 
earned  its  place  along  the  other  all-text 
games  in  Infocom's  library  of  30+  titles. 
Lebling  set  out  to  create  a  world  populat- 
ed by  the  temfying  and  unexpected  and, 
as  you  progress  in  the  game,  you'll  be  sur- 
prised at  what  you  find.  Save  your  game 
often,  for  there  are  many  chances  for  the 
words  "You  are  dead"  to  pop  up  on  the 
screen.  The  terrain  for  the  game  is  not  too 
complicated  to  map,  but  be  especially 
careful  in  the  way  you  arrange  your  boxes 
representing  rooms  in  the  southeast  cor- 
ner of  the  map. 

In  closing,  here  are  some  words  of  ad- 
vice: Mo.st  importantly,  remember  that 
most  objects  you  find  are  needed  for  two 
purposes.  When  done  with  an  item  for  a 
puzzle,  leave  it  where  it  can  easily  be  re- 
trieved. Carcflilly  read  the  descriptions  of 
characters  and  places  given  in  the  game. 
Both  contain  important  clues  in  solving 
pu77.]es  later  in  the  game.  Tp,'  pouring 
some  Cla.ssic  Coke  on  the  pentagram  and 
read  the  graffiti  in  the  elevator  several 
times.  Finally,  carefiilly  examine  the  en- 
closures that  come  with  Horror.  Included 
in  the  game  package  are  a  G.U.E,  Tech 
student  identification  card,  a  Guide  to 
G.U.E.  Tbch  and  a  plastic  bug.  Some  of  the 
information  contained  on  and  in  these  en- 
closures is  nece&saiy  to  finish  the  game.  9 


35     DECEMBER  1987 


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SOFTWARE  REVIEWS" 


Reviewed  by  Rich  Budnick 


Buyer's  Guide 
to  Dvorak 
Keyboard 
Software 

Fasten  Better  Taping 

You  too  can  type  (input)  faster  and 
more  accurately  on  your  Commodore 
than  you  would  have  believed  possible. 
The  solution  is  simple,  easy  to  learn  and 
inexpensive.  It's  an  old  idea  that's  gaining 
popularity. 

Here's  what  you  do:  just  convert  your 
hardware  or  acquire  software  to  a  CK'orak 
keyboard  system.  "What's  Dvorak?"  you 
ask.  The  Dvorak  keyboai'd  rean'anges  the 
letter  keys  so  the  most  fi-equently  used 
letters  ai"e  next  to  each  other.  People  who 
use  the  Dvorak  keyboard  type  an  average 
of  309f  faster,  make  fewer  en'oi's,  and  suf- 
fer less  fatigue.  It's  not  uncommon  for 
Dvorak  users  to  tviDC  in  excess  of  100 
words  per  minute.  If  you  ever  wondered 
how  champion  typists  do  it,  here's  theii-  se- 
cret: many  use  the  Dvorak  keyboai'd. 

In  1936,  University  of  Washington  Pro- 
fes-sor  August  Dvorak  calculated  the  fre- 
quency that  we  use  each  letter  of  the  Eng- 
lish alphabet.  Then  he  designed  a  type- 
writer keyboai'd,  placing  the  most  often- 
used  lettere  on  the  home  row.  This 
keyboard  realignment  makes  typing  more 
scientifically  efficient.  Appro.ximately 
70*;^  of  all  Dvorak  tjfping  can  be  accom- 
plished without  lifting  youi'  fingers  to 
reach  another  row. 

In  contrast,  the  standard  keyboard  lay- 
out we  use  on  our  Commodore  computer 
(known  by  the  letters  "qwerty"!,  was  de- 
signed with  the  most  commonly  used  let- 
ters spaced  fai-  apart.  This  keyboard,  de- 
signed in  1872,  was  deliberately  intended 
to  prevent  a  fast  tj'pist  from  making  the 
keys  jam  or  stick.  Obviously,  the  tradi- 
tional keyboard  wasn't  intended  for  speed 
or  eflRcienc\^  Now  that  we  have  computers 
the  traditional  keyboard  is  outmoded. 
Key-jamming  while  inputing  doesn't  oc- 
cur. The  Dvorak  keyboard  makes  tj'ping  a 
more  enjoyable  experience. 

More  than  100,000  people  use  the  Dvo- 
rak keyboard,  including  40.000  AT&T  di- 
rectory-assistance operators  nationwide. 
Virginia  Russell  of  Dvorak  International 
says  20  federal  government  agencies  ai'e 


If  you  ever  wondered  how 
champion  typists  do  it, 
here's  their  secret:  many  use 
the  Dvorak  keyboard. 

now  considering  the  Dvorak  keyboard  as 
a  way  to  impmve  worker  pi-oducti^dty  and 
save  tax  dollars.  Such  a  eonvei-sion  may 
launch  a  nationwide  shift  to  Dvorak  in 
government,  business  and  the  home. 

If  you're  impressed  with  the  productiv- 
ity and  efficiency  potentials  of  Dvorak, 
you'll  be  glad  to  know  Dvorak  capabilities 
are  available  to  Commodore  users  as  op- 
tional hardware  or  software  convei-sion.      i 

Keyboard  Cadet  I 

Mindscape's  Keyboard  Cadet  teaches 
you  to  touch  type  the  Dvorak  system  with 
an  exciting  sollware  program  that  prides 
itself  as  being  neither  dull  nor  boring. 
"This  typing  program  is  designed  as  a 
game  format  to  make  typing  fun  for  peo- 
ple of  all  ages,"  says  Charlie  Schalf,  Prod- 
uct Development  manager  for  Mindscape. 
"It  takes  an  average  person  a  couple  of 
weeks  to  unlearn  Qwerty  and  learn  a  new 
system." 

Keyboard  Cadet  is  easy  to  use.  Just  boot 
it  up,  and  you're  ready  to  go.  The  menu 
asks  for  standard  or  Dvorak.  The  program 
takes  you  through  15  typing  lessons,  each 
taking  only  10-15  minutes. 

Whole  woixls  appear  in  blue  on  the  top 
half  of  your  screen,  as  if  you  are  looking 
though  the  window  of  a  spaceship.  Indi- 
vidual letters  you  should  type  appear  in 
yellow,  but  they  flash  in  red  if  you  type  the 
wrong  key. 

Keyboard  Cadet  is  the  first  product  to 
display  a  screen  with  a  diagrammed  key- 
board, and  a  pair  of  three-dimensional. 


animated  hands.  These  hands  teach  prop- 
er hand  positioning  and  correct  finger 
reaches.  The  program  is  based  on  educa- 
tional principles  that  teach  proper  touch 
typing,  not  "hunt  and  peck."  The  touch 
typing  instructions  are  based  on  the 
method  system  of  SFN,  a  subsidiar\'  of  the 
nation's  leading  publisher  of  typing  prod- 
ucts for  schools. 

Keyboard  Cadet  works  with  the  64  or 
128  in  64  mode,  and  costs  $39.95.  It  is  sold 
by  Mindscape,  3444  Dundee  Rd.,  Noith- 
bn)ok,  IL  60062.  Phone  (800}  221-9884. 

Speedpak 

Here's  a  software  conversion  program 
for  those  of  you  who  already  know  how  to 
t>T)e  with  Dvorak.  You  can  toggle  easily 
between  Dvorak  and  Qwerty  with  the  con- 
trol key.  Speedpak  features  an  innovation 
that  allows  you  to  edit  t\vo  documents  in- 
stantly from  a  divided  screen.  It  also  has  a 
fast  RAM-based  mail  merge,  a  help  screen 
and  an  on-screen  font  installer 

Speedpak  is  an  enhancement  for  Speed- 
script  V.  3.0,  3.1,  or  3.2.  You  must  use 
Speedscript  the  first  time,  but  then  you 
can  save  both  as  a  unit,  so  you  only  need 
to  load  Speedpak  in  the  future.  It  tiikes 
five  seconds  to  load  Speedpak,  and  you 
don't  waste  time  inserting  disks. 

Speedpak  works  with  the  64  only  and  is 
sold  by  Upstart  Publishing  Co.,  Box 
22022,  Greensboro,  NC  27420.  Phone 
(919)  379-9732.  Speedpak  costs  S17  plus 
S3  for  handling.  Upstart  also  sells  Speed- 
script  for  $20  plus  $3  for  handling, 

DV  Typer  and  DV  Switcher 

Prelco  sells  two  Dvorak-related  prod- 
ucts: a  softM'are  keyboard  convei-sion  typ- 
ing tutor,  DV  Typer,  and  a  hardware  con- 
version, DV  Switcher. 

DV  Typer  teaches  you  the  Dvorak 
method  with  your  64  or  128.  You  also  get 
a  22-page  Dvorak  typing  instruction  book 
and  Dvorak/Qwerty  key  overlays.  A  user- 
friendly  menu  allows  you  to  choose  and 
save  colors,  load,  write  and  run  BASIC 
programs.  DV  T-per  works  easily  with  the 
(>4.  Just  turn  it  on,  load  DV  Typer,  and 
run  it.  You  can  autoboot  DV  TVpcr  with 
the  128,  so  it  also  becomes  a  sofl^vare  con- 
version for  word  processing.  This  keeps 
the  Dvorak  keyboard  and  enables  you  to 
utilize  BASIC  and  commercial  programs. 

DV  Switcher  is  a  ROM  kemal  kit  which 
enables  you  to  type  with  either  D\^orak  or 

Continued  oil  pg.  122 


38    DECEMBER  1987 


NEWIfrom  Micro  League  Sports 


ngfn 

-^    *  Your  strategy— with 

fc..  authentic  moves!  — «*^ 

ic  Mh^l^i^comnientaty, 
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::{ill 


SOFTWARE  REVIEWS" 


Reviewed  by  Scott  A.  May 


Sigma? 


Computer:  Commodore  64 
Publisher:    A\-ant<ige/Accolade,  Inc. 

20813  Stevens  Creek  Blvd. 

Cui^rtino,  CA  95014 
Medium:      Disk 
Price:  $14.95 

With  the  introduction  of  its  A^'antage 
line  of  budget-priced  software,  Ac- 
colade proudly  thi-ows  the  notion  "you  get 
what  you  pay  for"  out  the  v\indovv.  Avan- 
tage  not  only  gives  relatively  unknovm 
designers  a  wide  forum,  but  it  also  pre- 
sents quality  original  software  at  reason- 
able prices.  Sigma  7  is  one  of  the  best 
titles  to  emerge  from  this  promising  new 
label. 

Sigma  7  benefits  from  a  renewed  inter- 
est in  home  aixade  games,  blasting  its 
way  onto  the  screen  with  pulsating  graph- 
ics and  finger-numbing  action.  Sigma  7  is 
a  joystick  jockey's  delight. 

The  game  is  a  marvelous  crossbreed  of 
coin-op  classics  and  new  technology.  The 
theme  is  ceitainly  familiar:  A  savage 
alien  race  is  constnicting  the  most  deadly 
battleship  in  the  galaxy,  code-named  Sig- 
ma 7.  Your  job  is  to  infilti*ate  the  alien  fac- 
tories, decipher  the  destmct  code  and  halt 
operations.  Crisp  graphics  and  smooth 
player  control  transfonn  this  mundane 
scenaiio  into  an  exciting  and  pleasantly 
difiicult  aiicade  contest. 

The  game  contains  three  phases  or  sub- 
games  arranged  in  seven  levels  of  increas- 
ing difficulty.  Players  begin  the  game  with 
three  "lives,"  gaining  three  additional 
lives  for  completing  each  phase.  As  an 
added  distraction,  phases  two  and  thi^ee 
impose  stiict  time  limits  for  completion.  If 
all  lives  are  lost,  or  time  is  exceeded,  the 
game  ends. 

Phase  one  finds  your  spacecraft  launch- 
ing fi"om  its  base  in  search  of  the  alien  fac- 
tory. Against  a  backdi-op  of  twinkling 
stars,  wave  after  wave  of  alien  space 
mines  attempt  to  intercept  your  ship.  Al- 
though they  do  not  fire,  the  space  mines 
swarm  in  deadly  formations.  Any  contact 
will  cause  your  ship  to  explode,  losing  one 
hfe. 

This  first  phase  is  highly  reminiscent  of 
classic  arcade  games  such  as  Zctxxon  and 
Gataga.  Joystick  control  is  tight  and  re- 
sponsive in  both  movement  and  firepower. 
The  action  unfolds  fast  and  fiirious,  espe- 
cially at  higher  skill  levels.  The  only 


Accolade  proudly 
throws  the  notion 
"you  get  what  you 
pay  for"  out  the 
window. 


drawback  is  a  curious  lack  of  depth;  all 
ships  operate  on  a  two-dimensional,  diag- 
onal plane.  The  ability  to  move  above  and 
below  the  playfield  would  elevate  this 
phase  to  perfection. 

Each  wave  of  alien  mines  enters  the 
sa"een  ftiom  behind  your  ship  on  either 
side.  On  this  initial  pass  they  fly  harm- 
lessly by,  splitting  apait  and  refonning  for 
attack.  The  trick  here  is  to  follow  their 
lead,  blasting  as  many  as  you  can  fi-om 
the  rear.  This  leaves  fewer  to  contend  with 
as  they  regix)up  for  assault.  Spread  yom- 
fire  with  quick  bursts,  concenti'ating  on 
the  last  space  mine  in  foiTnation.  Left  un- 
touched, this  little  de\'il  will  ofi:en  home-in 
on  your  ship,  torn  which  there  is  no  es- 
cape. 

If  you  survive  the  space  mines,  your 
ship  will  dock  at  the  alien  space  factoiy. 
Here  you  begin  phase  two,  an  encounter 
with  the  factoiy  s  deadly  robo-mines.  The 
factory  ai'ea  consists  of  numerous  path- 
ways filled  with  dots  and  randomly-gener- 
ated alien  mines.  Youi"  task  is  to  cleai'  the 
pathways  of  dots  before  time  runs  out.  The 
slightest  contact  with  the  randomly-gen- 
erated alien  robots  spells  instant  death. 
They  must  be  avoided  with  careful  ma- 
neuvering or  destroyed  with  your  laser 
cannon. 

Phase  two  is  a  clever  twist  on  the  Pac 
Man  theme  which  most  players  will  find 
difficult  and  entertaining.  The  diagonal 
movement  and  textured  gi-aphics  add  per- 
fect detail  to  a  familiar  premise.  Not  all 
dots  can  be  cleaiied  fiiom  the  pathways, 
however.  Those  remaining  fonri  a  special 
pattern,  or  code,  that  must  be  memoiized 
for  use  in  the  next  phase.  The  factoiys 
layout  —  and  final  code  —  increases  in 
difficulty  at  higher  skill  levels. 

The  best  tactic  here  is  to  keep  moving, 
concentrating  on  the  path  before  you.  Pi-e- 
pare  for  tight  cornering  and  avoid  dead 
ends,  as  robo-mines  often  materialize  di- 


rectly behind  you.  Keep  a  scrap  of  paper 
handy  when  the  dot  patterns  eventually 
appear.  Pause  the  game  using  the  F7  key 
and  carefully  draw  the  pattern  for  use  in 
the  next  phase. 

A  red  spiral  at  the  top  of  the  screen  de- 
creases in  length  with  each  passing  sec- 
ond. When  the  spiral  tmTis  white,  you 
]  may  exit  at  the  far  end  of  the  factoiy.  If 
j  time  runs  out,  however,  the  game  is  over 
I  Bonus  points  ai^e  awai'ded  for  completing 
'  this  phase  with  time  remaining. 

The  final  phase  incotporates  the  secret 
code  into  a  puzzle  similai^  to  a  space-age 
Rubik's  Cube.  Playere  move  about  a  stinc- 
.  tui-e  (the  factor>''s  Control  Unit!  contain- 
I  ing  a  series  of  blinking  multicolored 
,  cubes.  Dming  play  the  cubes  constantly 
change  color  from  green  to  i-ed  and  then 
yefiow.  The  object  is  to  tm-n  yellow  cubes 
"on"  (white!  by  pressing  the  firebutton, 
fonning  the  same  patterns  revealed  in  the 
pre\ious  phase.  Unfortunately,  an  alien 
defense  system  tags  behind  you  at  all 
times,  undoing  your  handiwork.  Complete 
this  stage  and  you  will  begin  phase  one 
again  at  a  higher  skill  level. 

Phase  tbt^ee  is  the  game's  most  obscure 
and  difficult  segment.  Success  on  this 
phase  requires  fast  reflexes  and  nerves  of 
steel.  Lights  on  the  side  of  the  stmcture 
light  up  as  time  counts  down.  If  the  time 
limit  is  exceeded,  the  game  ends, 

A  vanity  board  saves  the  top  five  scores 
and  player  names  permanently  to  the 
game  disk.  These  scores  can  be  viewed  be- 
fore each  game  (giving  playere  something 
to  shoot  for).  Finally,  expert  players  may 
begin  the  game  at  any  of  the  seven  skill 
levels. 

Sigma  7  is  a  stixjng  ai-cade  contender, 
comparable  in  style  and  energy  to  its  coin- 
op  cousins.  It  is  also  a  perfect  intixniuction 
to  the  Avantage  line  of  low-priced  soft;- 
ware  titles.  Fast-action  fans  will  find  a  lot 
to  like  in  this  well-consti-ucted  game,     g 


40    DECEMBER  1987 


No  matter  what  kind  of  game  you're  in  the 

mood  for,  you'll  find  that  if  it's  in  a  box 
marked  FIREBIRD,  it's  really  hot! 

Firebird  offers  the  excitement  of  a  whole 
range  of  challenges  —  Ad\'eniures  and 
Strategies  for  long  rainy  weekends,  Arcade 
games  for  exhilarating  evenings,  Simulations 
when  you  need  to  get  awaj'  from  it  all, 
Produaivity  sofav^e  ^en  you're  feeling  — 
well,  produaive. 

Look  for  the  Firebird  —  it  stands  for  top- 
quality  software  in  virtually  every  category 

How  About  This 

Ball  of  Fire  From  Firebird! 

This  is  SENTRY,  a  unique  Strategy  game  with 
over  10,000  full- color  3D  vector  landsapes 
and  four-way  scrolling.  Do  you  have  truly 
exceptional  concentration  and  near  perfect 


hand/eye  coordination?  TTien  maybe  —  just 
maybe  —  you  possess  the  skill  to  outwit  the 
Senti}'  at  each  level  of  the  extraordinary 
challenge. 

Firebird  Fireworks 
Unlimited 

When  your  mood  shifts  from  the  deliberation 
of  strategic  planning  to  the  excitement  of  fast- 
paced  Arcade  aaion,  look  for  Firebird's  ELITE, 
a  unique  game  which  encompasses  the  best  of 
both  worlds.  Or  try  STMGUDER,  an  amazing 
3D  combat  flight  simulation. 

If  it's  Ad\'enture  you're  after,  here's  the 
breathtakingly  illustrated  GUILD  OF  THIEVES, 
with  its  revolutionaiy  text-handling  system. 

Firebird  even  offers  economical, 
professional-quality  Produdvity  software! 
ADVANCED  ART  STUDIO  is  a  comprehensive 
art  package  with  powerful  graphics  routines. 


This  is  Firebird  —  the  best  in  interactive 

software  of  every  description.  We'll  prove  to 
you  that  you  don't  have  to  keep  switching 
brands  to  satisfy  your  obsession  for  challenge! 

CREDIT  CARD  HOTLINE  T^iT^  ^SP 
(201)444-5700  fet^  ^& 

"The  First  Full  Line  In  Software" 

Firebird  Licensees,  Inc. 

P.O.  Box  49,  RamscN',  ?{[  07446 

(201)444-5700 

Firebird  software  for  CommodMe  64  systens,  including  ilie 
popular  Golden  Path,  Pawn,  Colossus  Chess  IV,  Cholo,  'Eilking 
Teacher,  Concise  Music  System  and  Adranced  Music  Sjsem,  is 
available  from  t2'i.95!o»59.95. 


CiBiiaiitotS^isaiigiSKedinbaMiofCaimodQKBusu^  FWMaoditeHHbirilogJmftgBmdcaiieoHiisoJfiiibWUsa^ 


SOFTWARE  REVIEWS 

Professional 
Text  Engine, 
Vl.O 

Computer:  Amiga 

Publisher:    Zii'koiiics  Coii»ralion 

422  Guy 

Montreal,  Quebec  H:iJ  1S6 

Canada 
Medium:     Disk 
Price:  $79.95 

Professional  Text  Engine  is  a  screen- 
oriented  text  editor  for  the  Amiga 
written  by  a  progranmier  for  program- 
mers. It  is  a  very  powerful  and  versatile 
program.  Although  it  bills  itself  as  a 
"What-You-See-Is-What-You-Get"  editor, 
it  is  not  well  suited  for  word  processing,  as 
it  lacks  the  capability  for  printer  control, 
page  formatting  and  displaying  different 
fonts  and  text  styles,  such  as  boldface  and 
italic. 

Program  Features 

The  PTE  disk  comes  with  all  the  appro- 
priate icons  to  allow  it  to  be  nan  fi-om 
Workbench,  but  it  can  also  be  run  from 
the  CLI.  If  you  boot  your  Amiga  from  the 
PTE  disk.  PTE  will  load  a  special  font 
which  gives  some  of  the  normally  unused 
character  codes  definitions  which  are  used 
for  drawing  text  boxes  in  the  PTE  "help" 
screens.  This  means  that  if  you  booted 
your  Amiga  from  a  disk  other  than  the 
F^E  disk,  your  PTE  help  screens  will  be 
barely  readable,  covered  with  the  little 
rectangle  characters  that  normally  are 
displayed  for  unprintable  chai"acters. 

A  vertical  scroll  bar  is  a  welcome  sight 
on  PTE's  window  A  horizontal  scroll  bar 
would  have  been  nice  too,  but  would  take 
up  one  more  precious  line  of  the  display. 
PTE  reserves  three  lines  at  the  bottom  of 
the  screen  for  the  Command  line,  Status 
line  and  Message  line,  leaving  you  with  a 
maximum  of  20  lines  of  \'iewing  area  for 
your  text.  Even  when  running  in  an  inter- 
laced screen,  PTE  will  not  let  you  re-size 
its  window  to  more  than  200  raster  lines, 
the  maximum  size  for  a  non-interlaced 
(Workbench)  display.  PTE  can  edit  multi- 
ple files  simultaneously.  There  is  only  one 
PTE  window,  so  you  must  "flip  through" 
the  files  currently  being  edited,  or  select 
one  by  name.  Each  file  retains  its  owti  cur- 
sor position,  tab  stops,  margins,  and  other 


A  unique  feature  of  PTT 
which  sets  it  apart  from  other 
text  editors  is  its 
programmability:  virtually 
every  key  can  be  redefined  to 
pertornn  the  function  of  your 
choice. 


user-changeable  settings,  and  when  you 
select  a  file,  its  tabs  and  other  parametei-s 
become  cun^ent. 

A  ver\'  thorough  land  thick)  manual  is 
included  with  PTE,  which  includes  plenty 
of  examples.  Unfortunately,  it  is  not  spiral 
bound,  and  snaps  shut  the  minute  you 
look  away.  It  is  divided  into  a  table  of  con- 
tents, an  index,  a  nine-chapter  tutorial 
section  where  related  commands  are  ex- 
plained and  gi-ouped  together,  and  an  al- 
phabetically organized  refere'nce  section. 
The  index  covei-s  all  of  PTE's  commands 
and  refers  to  both  the  tutorial  and  refer- 
ence sections  of  the  manual,  but  is  other- 
wise a  bit  skimpy.  The  organization  of  the 
tutorial  section  makes  it  u.seful  for  refer- 
ence as  well  as  for  learning  PTE.  since  all 
fimctionally-related  commands  (for  exam- 
ple, all  cui"sor  movement  commands)  are 
grouped  together. 

Help  screens  can  be  summoned  with  a 
touch  of  the  HELP  key  or  hvm  a  menu. 
Pull-down  menus  simplify  life  and  aid  in 
speeding  up  the  pixxiess  of  learning  PTE. 

A  unique  feature  oiPTE  which  sets  it 
apart  torn  other  text  editors  is  its  pro- 
grammability: virtually  even'  key  (in- 
cluding tho.se  which  aix'  CTRlvod,  ALTed, 
CTRl^ALTJjd,  etc.)  can  be  ix'defined  to 
perform  the  i  unction  of  your  choice.  PTE 
has  an  entire  text-editing  language  built 
in  with  well  over  100  commands,  condi- 
tionals, looping  constructs.  Hags,  and  vtu-- 
iables.  So  if  there  is  no  built-in  command 
to  perfoiTn  the  function  you  need,  you  can 
quickly  write  a  macro  and  assign  it  to  a 
key.  In  fact,  PTE  comes  with  .several  dif- 
ferent "configuration"  files,  each  of  which 
is  tailored  to  a  specific  text-editing  need: 
WordStar  emulation,  C  soui-ce  code  edit- 
ing, and  Amiga  Assembler  editing  are  ex- 


Reviewed  by  Matt  Blais 


amples.  These  configurations  are  macro 
files  which  define  new  functions  (macros) 
and  assign  them  to  various  keys.  The  C 
source  code  configuration,  for  instance, 
programs  one  key  to  check  for  unmatched 
brackets  and  parentheses.  Separate  help 
files  are  included  foi-  the  different  configu- 
rations since  the  fimctiong  assigned  to 
some  keys  differ  between  configm-ations. 

Versatility  is  the  Word 

PTE  features  an  Undo  command  and 
also  has  the  ability  to  recall  all  of  your 
previously  typed  commands  (a  la  UNIX 
"histoiy"),  so  you  never  have  to  wony 
about  retyping  a  long  command  line  if  you 
make  a  mistake.  Function  keys  (alone, 
shifted,  ALTed,  CTRLed,  and  in  combina- 
tions) are  all  programmable,  as  are  both 
mouse  buttons,  mouse  button  combina- 
tions and  the  menus.  A  special  "key" 
called  the  ZZ-99  key  can  be  programmed 
to  execute  before  every  keystroke,  provid- 
ing an  easy  way  to  do  exotic  things  like 
automatically  tvping  vertically  or  back- 
wards, or  inserting  a  space  after  every 
character  typed. 

In  addition  to  programmable  flags  and 
variables,  there  are  also  stacks  available 
which  are  useful  for  keeping  track  of 
things  like  multiple  marked  areas  of  text 
and  cursor  positions,  allovving  for  some 
very  complex  text  manipulation  func- 
tions. 

The  standard  frisert  and  Replace  text 
entry  modes  are  supplemented  by  a 
unique  "squeeze"  mode  (a  combination  of 
insert  and  replace),  which  is  useful  for 
working  with  columns  of  text  without  dis- 
turbing column  alignment. 

Another  rare  but  useftjl  feature  of  PTE 
is  its  ability  to  move,  copy,  overlay,  fill, 
sort,  center,  justify  (and  do  countless  other 
things)  to  rectangular  blocks  of  text,  in  ad- 
dition to  the  more  common  character-  and 
line-delimited  text  ranges.  This  means 
you  can  select  a  vertical  strip  of  text  fi-om 
the  middle  of  your  file  and  shift  the  entire 
block  left,  or  do  whatever  else  to  it.  This  is 
one  feature  I  always  missed  in  other  edi- 
tor. 

PTE  provides  a  vereatile  way  to  "trans- 
form" the  name  of  the  file  you  are  editing 
into  a  different  name  (for  example,  change 
the  filename's  extension  to  ".bak"  and  the 
directory  name  to  "backup")  to  make 
backups  of  the  original  file  before  replac- 
ing it  and  to  generate  state  file  names. 

Cmitimu'diin  p^.  110 


42     DECEMBER  1987 


^ynun 


TKe  Zork  Trilogy  Kas  become  a  legend  in  its  time, 
selling  nearly  one  million  copies!  Now  the  legend 
continues  witn  an  extraordinar;y  new  Zorkian  universe 
that  Dreaks  ground  in  computer  gaming.  For  the  jirst 
time,  the  character-building  and  combat  of  role-playing 
games  joins  the  masterly  prose  and  puzzles  of  Infocom  s 
interactive  fiction. 

Beyond  Zork 's  sophisticated  new  interface  makes 
interaction  more  natural  than  ever,  plunging  you  into  a 
world  teeming  with  magic  and  peril.  Tne  vast  and  varied 
Southlands  of  Quendor  come  alive  as  you  seek  fantastic 
treasure  and  combat  the  vicious  monsters  who  haunt 
the  streets  and  wastelands. 

Challenge  yourself  to  a  quest  that's  far  beyond  anything 
you've  ever  experienced.  Beyond Zork.Tne  incredible  new 
interactive  story  from  the  master  storytellers  at  Infocom. 

inFocom 

125  CambridgePark  Drive,  Cambridge,  MA  O21'10 

Bevond  Zork  is  itvaUabk  at  your  local  dealer  for  the  Amie  U  series,  Macintosh,  Commodore  128, 
Amiga,  !BMPCand!00%  compatibles,  and  Alan  ST  To  otderdir^ct,  call  1-800-262-6863. 
Coming  soon;  Apple  IIGS, 

Zork  is  a  registejvd  trademark  of  Infocom,  Inc. 


OnegLmci  at  Beyond  Zork  Tnll  show  you  thai 
it  i  umike  arty  inreracti'je  story  you  've  seen  hefon. 
On-KTren  mapping.  Window  displays,  A  character 
that  gnrws  m  strenph  andptfwer.  Youxt  all  the 
exatcTTjent  of  wle-playing  games,  skillfully  blended 
with  tie  fabulous  piazle  and  ateani-winning  prose 
oflnfoctmi  's  interactive ficdtm. 
Sown  sherwn  is  for  the  Commodcne  118  version. 


SOFTWARE  REVIEWS" 


Superstar 
Ice  Hockey 


Computer: 

Publisher: 


Medium: 
Price: 


Coinmotlore  !>l 
Mindscaiie,  Inc. 
3444  Dundee  Road 
Northbrook.  IL  60062 
Disk 
S34.95 


Introducing  Superstar  Ice  Hockey,  a  new 
offering  fitim  the  Mindscape  SportTime 
line  that  lets  you  experience  all  the  de- 
lights and  frustrations  of  owning  your 
cvvn  sports  fi'anchise  in  an  authentically 
recreated,  highly  competitive  major 
league  en\'ironment.  Your  hockey  team  is 
just  one  of  t%venty  v-ying  for  the  coveted 
championship  cup,  and  this  time  it  will 
take  a  little  more  than  luck  to  bring  the 
prized  trophy  home.  Ed  Ringler,  the  pi"o- 
gram's  designer,  has  created  a  simulation 
with  substance  —  a  deep  and  demanding 
contest  that  will  i-equire  you  to  be  a  combi- 
nation businessman,  strategist  and  sup- 
ple-wristed  joystick  jockey  in  oixler  to  gain 
success.  It's  a  crowd  pleasing  sofhvaiie  hat 
trick  that  scores  with  ever\'  shot. 

The  first  time  this  program  is  ap- 
proached, your  hockey  team  is  intixxluced 
as  one  of  the  foui-  new  expansion  clubs 
about  to  begin  theii-  inaugural  season  in 
the  prestigious  SportTime  Hockey  League 
(SHL).  The  sixteen  established  teams  that 
formerly  comprised  the  entirety  of  the 
league  have  a  nine-yeai-  head  stait  on 
your  club,  and  their  immediate  plans  ai'e 
to  use  you  as  the  divisional  doonnat.  Your 
job  is  to  gain  some  respect.  The  iiecoitls 
and  rosters  of  your  opponents  have  been 
made  readily  available  and  can  be  i^e- 
searched  at  length  in  order  to  size  up  the 
competition.  Tfeams  ai-e  named  after  the 
cities  they  represent,  and  National  Hock- 
ey League  fans  will  be  pleased  to  find 
many  of  their  favorites  waiting  to  be  test- 
ed. True  to  the  final  NHL  standing  over 
the  past  few  seasons,  Edmonton,  Philadel- 
phia and  Washington  appear  to  be  the 
powerhouses,  closely  ti-ailed  by  such  pe- 
rennial contendere  as  Calgary,  Boston  and 
Montreal.  Any  realistic  chance  of  your 
team  achieving  championship  status  is 
still  a  couple  of  seasons  down  the  road. 

The  SHL  offei"s  thi"ee  options  in  this 
construction  process:  i-ecruiting,  where 
you  replace  lackluster  and  aging  roster 
members  with  some  fi-esh  blood  fi-om  the 
minore;  training,  where  you  aim  for  gen- 


eral improvement  by  sending  the  whole 
team  away  to  camp;  and  trading,  where 
you  wheel  and  deal  with  the  other  fi-an- 
chises  in  an  attempt  to  quickly  stiiengthen 
youi'  team's  weaker  links.  "lb  keep  the 
reins  on  these  club  refinements,  the 
league  charges  "ti-ading  points"  for  each 
ameliorative  attempt.  Initially,  new  fran- 
chises are  granted  250  points  to  start 
with,  and  at  the  end  of  the  season,  depend- 
ing upon  each  team's  final  placement  in 
the  standings,  additional  trading  points 
ai-e  awai-ded  on  a  proportional  basis,  with 
the  cup  winner  i-eceiving  the  smallest  al- 
lotment. Kudos  to  Mindscape  for  devising 
and  incoi-porating  such  a  system,  for  it 
tends  to  promote  paiity,  keeping  the 
league  competitive  and  the  matches  excit- 
ing. The  SHL  even  arbitrates  al!  ti'ade  of- 
fers, so  that  you  can't  go  about  exchang- 
ing players  without  league  approval  (just 
in  case  you  were  thinking  of  pereuading 
the  unwitting  computer  controlled  squads 
to  accept  an  assortment  of  sciTibs  for  a 
gaggle  of  Gretzkys). 

Once  your  raster  is  fine-tuned  and  the 
season  begins,  it's  time  to  don  youi'  coach's 
cap  and  scout  the  opposition  as  you  pre- 
pare you]'  playei"s  to  meet  their  various 
rink  rivals.  Before  each  game,  strategies 
must  be  weighed  and  positions  assigned. 

It's  a  stimulating  mind  game  be- 
t\veen  benches,  with  coaches  squaiing  off 
in  a  sort,  of  accelerated  chess  match  con- 
stantly tiying  to  outsmart  their  counter- 
part by  positioning,  blocking  and  shifting 
playere.  Since  ice  hockey  is  one  of  the  fas- 
test team  spoils  in  the  world,  you  had  bet- 
ter keep  pace  with  some  lightning  fast 
thinking,  or  you're  ceitain  to  find  yourself 
on  the  short  end  of  a  lopsided  score.  Luck- 
ily, Mindscape  has  some  sense  of  s\Tnpa- 
thy,  for  they've  included  an  option  that  af- 
fords the  unfamiliai"  or  ON'envhetmed  user 
the  chance  to  hand  over  all  the  coaching 
duties  to  the  computer.  So  if  you're  new  to 
the  game,  or  would  rather  concentrate  on 
another  aspect  of  play,  you  can  still  re- 
main in  the  hunt  by  placing  your  team  in 
the  capable  hands  of  your  Commodore 
coach. 

In  the  SHL  you  are  granted  control  of 


Reviewed  by  Mark  Cotone 


either  the  center  or  the  goalie.  That's  it, 
Unlike  other  computerized  hockey  con- 
tests where  youi- joystick  control  constant- 
ly shifts  to  direct  the  actions  of  the  player 
closest  to  the  puck,  the  SHL  assigns  you  a 
specific  player,  and  he's  yom-s  for  the  dui-a- 
tion,  As  center,  this  unique  method  allows 
for  a  little  more  flexibility  in  play  develop- 
ment, for  now  you  can  not  only  shoot,  pass 
and  skate  with  the  puck,  but  you  can  also 
make  your  presence  felt  with  some  tacti- 
cal maneuvere  away  fi"om  the  play.  And  if 
you  choose  to  take  the  goattender's  posi- 
tion between  the  pipes,  you  can  go  beyond 
the  usual  pad  save  contributions  by  tak- 
ing a  more  active  role  in  play  develop- 
ment, using  some  Hextall-like  dealing 
passes  and  legal  interference  to  launch 
your  team  up  ice.  All  of  your  suiTogates' 
actions  are  controlled  with  a  few  easy-to- 
leam  joystick  taps  and  tugs.  And  you're 
not  alone.  The  rest  of  youi-  progi'am-con- 
trolled  teammates  will  lend  some  uncan- 
nily accm-ate  support,  v\ith  tenacious  de- 
fensive play,  crisp  passes,  and  slick  skat- 
ing. And  once  again,  if  the  user  is  either 
arm  weary  or  more  of  the  spectator  sort, 
the  computer  will  be  glad  to  take  control 
of  all  the  players  on  the  ice,  leaving  you  to 
attend  to  other  team  needs. 

Visually,  Superstar  Ice  Hockey  is  viewed 
from  the  expensive  seats,  just  above  the 
playing  surface  at  center  ice.  Players  whiz 
end  to  end  in  fluid  animation  as  the 
screen  scrolls  to  keep  a  close  eye  on  the 
game.  Shootei-s  crank  blasts  fi-om  all  an- 
gles, sending  the  iTjbber  flying  at  varying 
speeds  and  heights  at  a  goalie  who 
sprawls  one  way  to  stack  the  pads,  and 
then  darts  back  to  kick  out  a  loose  puck. 
Players  level  one  another  by  cross-check- 
ing, slashing  and  hooking  with  their 
sticks,  obvious  inii-actions  that  ai-e  only 
occasionally  called  by  the  ofiicial  in  the  ze- 
bra suit.  This  is  tmpi^edented  hockey 
realism,  authenticity  that  goes  beyond 
good  looks.  You  can  actually  chart  the  ca- 
reer of  a  player  over  several  seasons,  fitim 
his  rookie  year  with  his  inexperience  and 
poor  mechanics,  through  his  gloiy  years, 
where  time  and  training  built  him  into  a 
club  leader,  and  into  retirement,  where 
the  wear  and  tear  of  the  game  finally 
cause  him  to  realize  his  limitations. 
Mindscape  has  even  gone  so  fai'  as  to  in- 
clude psychological  factore  in  play,  as 
team  membei-s  ride  the  emotional  ups  and 
downs  of  the  game.  If  a  forward  line 

Cnntii\ui-t.l  on  pg.  !25 


44     DECEMBER  1987 


SPECTRUM  HQLOBYTE  PRESENTS. . . 


MYSTERY  IN  BLACK  AND  WHITE 


INTRIGUE! 

The  plot  thickens... Someone  kidnapped  your  brother,  Joe! 
Was  it  the  hard-boiled  agent,  Kruger?  The  urbane  third-world 
ambassador?  His  gorgeous  secretary  Lisa?  Why  does  the  Post 
reporter-lady  know  so  much?  You'll  find  out  "who  dunnit"  by 
talking  with  the  people  you  nneet  in  D.C.'s  streets,  hospitals, 
bars,  malls,  embassies... Listen  to  what  they  say  and  watch 

their  expressions  change.  There 
are  over  2Q00  soiutions!  Solve 
cases  yourself  at  three  levels  of 
difficulty  or  compete  with  up  to 
3  other  players.  Pick  either  male 
or  female  interaction.  Good  luck 
unraveling  your  next  INTRIGUE! 


An)ic  ff  VkitiJtfl 


Arailabb  on  Appte  «  48K  am  Commodore  64K 


STRATEGY  MAZE  GAME, 


SOKO-BAN 

You  are  in  tfie  midst  of  a  maze  with  large,  heavy  boxes  blocking 
the  passages.  Your  task  is  to  move  every  box  into  a  predeter- 
mined area.  Sound  easy?  A  well-planned  strategy  is  the  only 
way  you  will  ever  complete  your  task.  One  wrong  move  can 
render  the  puzzle  unsoivable.  An  overhead  3-D  view  enables 
you  to  contemplate  the  results  of  moves  before  you  make  them. 
Solve  50  levels  of  increasingly  difficult,  predesigned  mazes. 
In  competition  mode  challenge  up 
to  3  other  players.  Design  an 
infinite  number  of  mazes  yourself 
with  the  option  to  save  49  of 
them  at  one  time.  With  SOKO- 
BAN  there  is  always  the  challenge 
to  complete  just  one  more  maze! 

AnWe  m  Carmadae  64K  and  IBM  256); 


^^dit»AKs=^ 


p^aB^m 


2061  Challenger  Drive    Alameda,  California  94501    (4151 522-3584 

Intrisuol  Copyiighi  1836.  Kinemalion.  Soko-Ban  Cowright  W\.  ASCII  Corporation.  Apple  U.  CoramOitKe  6411,  mu)  IBM  «m  regiflorecl  tradomtks  of  Ap^  tmftm  tiK..  CmmOm  Iteclimcs  Liraiad.  md  IniernaUDnal  Business  Machines  Corp,,  respectiwlf 


SOFTWARE  REVIEWS" 


Reviewed  by  Tim  Jones 


Diga! 


Computer: 

Amiga 

Publisher: 

Aegis  Develo])ment 

2210  WUsliii-e  Blvd.,  Suite  277 

Bml&  Moiiica,  CA  90408 

(213)392-9972 

Medium: 

Disk 

Price: 

$79.95 

Aegis  Development  has  a  new  product 
for  the  Amiga  series  that's  a  little  out 
of  step  with  their  usual  gi'aphics-oriented 
programs.  Diga!  is  a  new  form  of  telecom- 
munications program  that  allows  simulta- 
neous file  ti-ansfere  between  usere  while 
allowing  them  to  chat  together  during  the 
transfers.  This  feature  is  referred  to  as 
"DoubleTblk"  Diga!  supports  Xmodem, 
Xmodem-CRC,  Ymodem,  CompuServe's 
B  protocol,  KeiTTiit  and  ASCII  pi-otocols 
for  file  transfers.  Diga!  includes  emula- 
tions for  TTY,  ANSI,  \T100,  VT52,  and 
Tfektronix  4010/14  terminal  types.  And  if 
these  packaged  emulations  weren't 
enough,  Aegis  has  made  it  possible  for  you 
to  create  yom"  own  emulations.  There  is 
also  a  Remote  featiu-e  that  allows  callere 
to  operate  your  Amiga  from  their  end  as  if 
it  were  a  limited  hostysei'ver  system. 

As  telecommunications  programs  go, 
Diga!  is  quite  a  bit  above  average  due  to 
the  wide  variety  of  options  available  to  the 
user.  With  the  large  number  of  supported 
transfer  protocols  and  emulation  capabili- 
ties, Diga!  can  be  used  with  any  BBS  and 
hostyserver  system  that  I  have  ever  mn 
acmss.  You  have  the  capability  to  define 
which  font  will  be  used  for  display,  how 
many  lines  will  be  displayed,  whether  to 
use  an  interlaced  screen  and  the  ability  to 
use  ovei"scan  to  actually  use  the  entire 
monitor  screen  for  display.  Diga!  incoipo- 
rates  a  very  complete,  yet  easy  to  pro- 
gram, script  language.  The  language 
reads  a  lot  like  BASIC,  so  most  users  can 
pick  it  up  with  ease.  The  authoi-s  have  in- 
cluded sample  scripts  as  examples  for  you 
to  use. 

The  phonebook  function,  like  Diga!'s 
other  features,  is  completely  Amigatized. 
There  ai-e  sliders  and  buttons  that  make 
setting  the  vaiious  options  as  easy  as 
point  and  click  or  click  and  di-ag.  In  a 
phonebook  entiy,  you  have  ixKim  for  the 
name  of  the  system,  its  phone  number, 
conmients  (which  are  only  displayed  while 
in  the  phonebook),  the  associated  script 
and  configuration  files,  baud  rate  and 
whether  the  call  is  to  be  data  or  voice. 
This  allows  you  to  use  Diga!  as  an  Auto- 


DoubleTaik  allows  two  Diga! 
users  to  send  files  in  both 
directions  while  chatting 
back  and  forth  during  the 

transfers. 

dialer.  I  have  created  two  sepaj-ate  phone- 
boolcs,  one  for  BBS's  and  one  for  fiiends. 
Once  an  entry  is  saved,  it  is  simple  to  se- 
lect it.  All  you  do  is  click  on  the  appropri- 
ate letter,  and  the  first  entty  under  that 
letter  appears.  Then  just  move  the  slider 
to  find  a  particular  entry.  Once  found,  you 
simply  click  on  the  Dial  gadget  and  wait 
until  you  connect  or  youi'  script  file  fin- 
ishes. From  within  the  phonebook  you 
may  also  print  the  cun^nt  entiy  or  youi- 
entire  phonebook. 

One  especially  nice  featiu^e  is  the  ability 
for  each  entry  in  a  phonebook  to  have  its 
own  sciipt  file  and  default  configuration. 
Therefore,  you  can  save  your  settings  of 
baud  rate,  parity,  transfer  protocol,  screen 
coloi-s,  etc.  and  have  Diga!  automatically 
reload  them  when  you  place  a  call.  Also 
included  in  the  configuration  is  a  set  of 
user-defmed  Macro  keys.  You  may  define 
any  of  the  ten  fianction  keys  alone,  or  in 
conjunction  with  the  CONTROL,  ALT 
Smrrand  LEFT-AMIGA  keys.  This  al- 
lows you  to  have  50  possible  Macro  defini- 
tions per  configuration. 

The  one  feature  that  definitely  deserves 
discussion  in  Diga!  is  DoubleTalk.  Dou- 
bielklk  allows  two  Diga!  users  to  send 
files  in  both  directions  while  chatting  back 
and  forth  during  the  transfer.  This  is  ac- 
complished thixiugh  a  packet  controlled 
set  of  communication  protocols,  lb  send  a 
file  you  select  Send  fixim  the  menu,  and 
then  select  the  file  lor  files  —  Batch  ti'ans- 
fers  are  allowed!)  to  send  and  click  on  OK. 
To  receive  a  file  (or  files!  you  do  nothing, 
when  the  sender  starts  to  send  the  files, 
all  of  the  appropriate  infoiination  is  sent 
to  you  directly  and  Doublelklk  handles 
eveiything.  I've  been  using  this  featmie 


with  some  fiiends  in  my  area,  and  we  are 
all  quite  impressed.  The  transfers  are 
right  in  there  with  Xmodem  time-wise, 
yet  are  as  carefree  as  a  Kermit  transfer. 
During  a  transmission,  both  sides  of  the 
transfer  ai"e  fully  aware  of  how  the  ti-ans- 
mission  is  going.  No  more  wondering  how 
many  more  blocks  are  left  in  a  file.  Also, 
in  this  mode,  there  is  no  need  to  chop 
the  files  due  to  any  sort  of  file  padding. 
In  addition  to  its  ASCII  capture  capa- 
bilities, Diga!  also  has  a  variable-sized 
buffer  built  in  which  can  be  set  up  for  nor- 
mal or  loop  captm-e.  Under  noimal  oper- 
ation, the  buffer  will  i^ecord  youi-  session 
until  it  fills  up.  At  that  moment,  it  will  let 
you  know  it  is  ftdl  and  will  stop  capturing. 
In  the  loop  mode,  the  buffer  will  stait  to 
overwrite  earlier  data  when  it  fills  up.  In 
either  mode,  you  may  view  the  buffer  via 
simple  menu-based  commands.  You  may 
also  load  an  existing  text  file  into  this 
buffer  and  view  it  while  online. 

Diga!  has  flill  Clipboai-d  support.  This 
means  that  you  may  save  a  buffer  to  the 
Clipboard  and  then  transfer  it  into  Note- 
pad or  TxEd  or  vice- versa  assuming  that 
you  have  enough  memoiy  to  keep  both 
programs  in  memoiy 

That  is  the  one  thing  about  Diga!  that 
bothers  me  (and  will  bother  othere  with 
512K  machines):  Diga!  is  very  large.  This 
precludes  being  able  to  do  any  type  of 
multitasking  while  using  it  unless  you 
have  more  than  512K  of  memoiy.  When  I 
picked  up  my  memory  expansion,  howev- 
er, I  found  Diga!  quite  well-behaved  in  a 
multitasking  environment.  It  makes  full 
use  of  Fast  RAM  and  leaves  the  bulk  of 
Chip  RAM  free  for  other  puiposes. 

With  all  the  varied  telecommunications 
progi-ams  available  for  the  Amiga,  one 
wonders  why  a  company  like  Aegis  would 
risk  producing  this  type  of  package.  Bill 
Volk,  of  Aegis,  explains  "We  saw  so  many 
different  people  creating  so  many  different 
tenninal  emulation  packages  and 
thought,  'Hey,  why  not  create  an  emula- 
tion construction  set?'.  We've  laid  all  of 
the  gi-ound  work  by  including  the  transfer 
protocols  and  I/O  related  code;  the  user 
just  decides  on  what  type  of  teiTninal  to 
emulate.  Then,  all  that  is  I'equired  is  to 
create  the  emulation  file." 

Aegis  has  done  a  magnificent  job  in 
bringing  Diga!  to  mai'ket.  If  you  are  seri- 
ous about  telecommunications  and  are 
looking  for  a  product  that  does  what  you 
want,  then  Diga!  is  a  best  bet.  g 


46    DECEMBER  1987 


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ADVEKTURE  ROAD 

Animated 
Adventuring 
in  Maniac 
Mansion 

News  and  opinion  fiom  a  leading 
explorer  of  those  fantasy  realms 
called  adventure  games. 


Last  year's  Labyrinth  intixidueed  ani- 
mated, 3D  gi-aphics  in  an  adventm-e 
for  the  64.  something  usually  reserved  for 
Amiga  owners  who  could  play  the  Sierra 
games  like  the  Kiiiga  Quest  series.  In  ev- 
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even  better,  offering  a  veiy  convenient  in- 
terface and  some  unexpected  innovations. 

Foremost  among  them  is  the  thiiee- 
member  team  of  charactei^  you  control  in 
the  game,  whose  goal  is  to  find  and  rescue 
a  teenaged  girl  being  held  by  a  mad  scien- 
tist in  a  spooky  old  mansion.  Instead  of 
just  playing  the  role  of  one  character,  you 
can  switch  back  and  forth  between  three 
of  them.  Each  has  his  or  her  own  inven- 
tory and  may  be  sent  to  different  rooms  at 
the  same  time. 

This  isn't  just  a  gimmick,  for  some  puz- 
zles require  cooi-dinated  actions  by  several 
characters,  lb  open  a  door,  one  person         , 
must  stand  before  a  certain  thing  and 
push  it.  A  nearby  d(K)r  opens,  but  shuts 
immediately  if  that  person  moves.  So 
you've  got  to  have  one  person  open  the  se- 
cret door  and  another  standing  by  to  enter 
and  explore  the  area  beyond. 

A  new  wrinkle  in  graphics  presentation  ' 
is  equally  innovative.  Instead  of  viewing  a 
picture  of  the  entire  room  when  you  firet 
enter  it,  you'll  see  the  rest  of  it  scroll  into    | 
view  when  a  character  reaches  the  side. 
This  makes  the  house  and  its  55  rooms 
feel  roomier  You'll  find  over  450  objects  — 
a  microwave  oven,  a  Victrola  attached  to  a 
cas.sette  I'ecoixier,  a  video  aix:ade  —  scat-     , 
tered  thi-oughout  the  house.  But  learn  to 
react  quickly,  for  things  happen  in  real 
time,  and  you'll  wind  up  locked  in  the 
dungeon  if  you  don't  move  quickly  when 
one  of  the  weirdos  enters  the  room  and 
takes  you  by  surprise. 


The  weirdos  include  Dr.  Vwd,  Nurse 
Edna,  the  Purple  Tenacle  and  other 
wacked-out  refugees  fixim  a  fright  night 
double  feature.  Fred  is  a  mad  scientist- 
type  plotting  to  take  over  the  world  from  a 
secret  lab  in  the  basement.  He  is  under 
the  influence  of  the  "evil  meteor,"  which 
crashed  into  the  mansion's  back  yard 
twenty  years  ago.  Though  it  sounds  goiy, 
Maniac  Maiision  is  really  a  takeoff  on  hor- 
ror films.  After  seeing  blood  stains  on  a 
kitchen  wall,  you  expect  the  wonst  when 
you  find  a  refiigerator  door  with  red  liquid 
oozing  from  it  —  but  this  time  it  tmns  out 
to  be  ketchup.  There's  a  lot  of  humor  in 
the  dialogue  and  action  too,  often  present- 
ed in  the  "cut  scenes,"  In  these  the  cur- 
rent scene  is  replaced  by  an  animated  se- 
quence which  advances  the  plot.  In  one. 
Dr.  Fred  paces  the  floor,  muttering  "How- 
can  I  take  over  the  world,  when  I  have  to 
use  this  cheap  equipment?"  These  are 
brief,  and  you  can  kill  one  if  you've  al- 
ready seen  it. 

The  interface  is  remarkable.  Initially  it 
looks  like  those  seen  in  Interplay  games 
like  Taan  Timea  in  Tonetown.  with  four- 
teen verbs  listed  in  a  menu  below  the  pic- 
ture so  you  can  point  and  click  with  a  joy- 
stick to  activate  one.  But  this  interface  is 
significantly  better  Rather  than  selecting 
"look"  and  clicking  on  an  object  in  the  pic- 
ture, you  select  the  "what  is"  verb.  Move 
the  cursor  over  an  item,  and  its  name  ap- 
pears behind  the  phrase  "what  is,"  so  you 
can  efficiently  scan  a  room's  contents  by 


gliding  around  the  ,sci-c>en.  Choose  "walk 
to,"  then  use  the  joystick  to  position  the 
cursor  to  a  spot  you  want  the  active  char- 
acter to  move  to.  Then  you  just  hit  the 
button  and  he  heads  for  the  destination. 
This  is  handled  even  more  effectively  than 
in  Sierra's  animated  games,  where  the 
character  will  stop  if  he  runs  into  a  chair 
or  other  obstacle — chai-acters  in  this  game 
will  walk  around  anything  in  the  path, 

"Walk  to"  is  set  up  as  a  default  option, 
so  after  executing  most  actions,  such  as 
"open  door,"  you  don't  have  to  move  to  the 
menu  to  "walk  to"  the  door,  for  that  com- 
mand is  automatically  .selected.  You  won't 
even  need  to  "walk  to"  an  object  to  "pick 
up"  or  "open"  or  "turn  it  on,"  The  charac- 
I  ter  is  smart  enough  to  know  he  must  first 
walk  over  to  the  object.  The  pai"ser  also 
lets  you  use  prepositions  and  direct  ob- 
jects. Click  on  "give"  and  choose  an  item 
in  a  character's  inventory,  and  the  item's 
name  and  the  woixl  "to"  are  displayed. 
Then  you  choose  a  character  as  the  direct 
object,  whose  name  appears  and  com- 
pletes the  command.  Next  you  can  jab  the 
button  to  execute  the  command,  or  change 
your  selections.  A  "new  kid"  verb  lets  you 
switch  to  another  character,  or  you  can 
just  press  an  option  key. 

There's  also  some  upbeat  music  and  lots 
of  .sound  effects,  plus  a  few  interesting  vi- 
sual effects.  Shine  a  flashlight  in  a  dark 
room,  and  it  lights  up  a  single  square  of 
the  room  instead  of  the  entire  location. 

Continued  on  /)/•.  110 


48    DECEMBER  1987 


f*f 


A6«»* 


>^^ 


'^5^ 


\6lJ\.a" 


S^itc^ToS^. 


SNOOPS 
SCOOPS 


glOCKS  PLUMMET  IN  RECORD  TRADINQ 


ifSsK'/A'j'— ,'s 


C^    w««r     0 


^>'^. 


'«■•» 


Jt'S 


iMtMMTbilwMjr 


More  people  reading 
ttuttlikeniM 


Tejd  can  be  prinkd  in  every  font  availabk 
through  GEOS.  These  docwtwnts  wen 
printed  on  an  Apple  Laser  Wriier 


VANISHING  TIMES 


A BxMfy Ml cpit)  l>uhli.  Jill 


«))  XI,JHIVNun*f(<«rT 


EARTH  TO  BEGIN 
SPINNING  IN 
OPPOSITE      ( 
DIRECnON    - 

KfMjMi    0>nrin»«i    fh?    world') 

Itwy  «inett[K#d  Ihiu  Ite  Earth  waii 
IrxliMil  ikwinii  tdwn.  Iticy  oikci 
Ow  piMM  10  inml  111  n  h«li  cnrly 
TlHindii^  fBWiIni  lii>  diwccion  wid 
IjXlIng  buck  up  10  ifimJ  t^  Mm^ 
al|li|. 

Altlwiigh  ihe  msm^  win 
<4afilin^,  itte  M.iaiijtu  m^  peopfc 
nui  to  (wnic. 

"I  «(ipfiiM«  I'd  Inck  slj  ilu 
hmJuhtet  In  jrour  csbinclsr  ofltn 
1>,  !,««  Umim  "lull  miKiii«  uf 
llM,  I'd  ju»(  ull  ptnfk  to  IwM  on 

Aiqwtvttjjy  wc'iv  in  Inr  (jtille  u 
fW«,  Dr.  lJennl«  Riiwlun4  dtiroin- 
iNtiilcd   tlu   eltKt  »f  ilu   sudikn 


fevefsiij  bj'  droppins  id  raw  «jp  !5»  » 
MfiMasBf  blejidw  «( «n  "pupw" 

"U  wt  mtumt  fitoifk  hove  dw 
tonsUl^ncy  of  iMi  «Kl'  Rnwiaird 
uuof i£d,  "I  think  irt  itk  bi  Hy  ihiii 
(he  effcfl  of  ttii*  (thMwrneniHi  will 
ksivB  ihem  in  b  xaie  mnw^lm 
similaf  t!)  firwly  Bmund  Iwsf ' 

Asked  If  there  wtirc  nftyihing  Ihe 
public  t-'OMld  tlo  (H  prepare  fiw  the 

"I'd  Just  teli  people 
to  hold  on  and  enioy 
therideJ" 


nliuirupN!,  Dr.  KiwIunJ  ih'iughl  » 
while  >tnd  ufiiirisd,  "f  ttlways  iv- 
uimiiwnd  fuleninK  ^r  i«iu  bell.  It 
Jitsi  mslKs  w  much  mnm.  doo'i  jiw 
think','" 

Analysl  SliKJ  QUmtiy  WM  lets 
dislresied  with  Ihc  iwwt,  wklrtp 
"Wh»i'«  the  biu  deel'/  /«?„  jt»m 
guys  itn  Ming  lilu  n  bunch  of 


MAN  BITES 
POODLE! 


BEKKIilJiV  ~  l>Mr»  iif  ci)i?£iis 
wiuch«d  In  luirrur  tnday  »*  a  man, 
wtm  described  himwll  ii>  on  aniniu! 
torn,  actunlly  bii  u  mini«iure  teuvup 

)>aniild  AmkiMn,  uf  jjlttdm 
Cfl)!  Ce!l6)fi»i«,  dismissed  the  in- 
«ldem  jM  R  iwe  iif  ntiiMlicn  id«miiy. 


"SorTKhipJy  isiu-il  mi-  if  (  WBRUd 
0  djig  with  tnusi^ird,  und  atnm  ll  tw> 
t'kw  Ml  tonebiitnc  snyw^,  I  ju« 
Inoli »  hto  wiihoiii  !«>klne1' 

Vk  dog,  nrspondlnK  w  ihe  naine 
"KwKltwumt;'  dwn  give  uul  »  yelp 
ihiti  bjMiiiidcrs  recilM  ••  KtMldIng 
like  '•»  L-n»t  benwcfi  i  gun  idiat  end 

"Sure  U    was  my 

mustard,      but  th^ 

doesn't  prove  a 
thing!" 

an  jiif  raid  aireii!'  In  ihc  pnxreM,  the 
pilKhed  pooch  6cl  h  world  rBct>rd  in 
the  long  jump  of  Ihiriy  fwt,  itn) 


inttes.. 

And^rmi  wm  huokcd  on  f^enf 
i-huiffsn  of  dnji  mundiliiii,  pocdki 
iindiin|!«rnKni  unit  iuwilllng  i 
cinlra  with  Imnil  m  enmirill  isIM, 
K(  M*  Ittor  fflftwd  on  hit  own 
TKOf/timnet,  The  imn  who  iiffer^d 
hlm  lh»  pmdlt  Iim  itw  btien  thttr^ 
wiih  Btlemptinf  in  apply  muitUui  u>  t 
mult,  »  miedenwwiur  In  Almneda 
CimMy- 

"ii't  a  kmetu  Ueik"  )(ll*d  Rot) 
.Siegel,  ih«  pun  Mill  l>«iji(  wvjtK  by 
police.  "Sum  It  WW  my  muiiiAnJ, 
bw  (h»(  di)$in'l  (Mpve  a  thlnp. 
IkKidfis,  Ibsy  him.'  l»  jmive  with 


C^ 


WcvUkm 
tlt||hli||ht« 


•nimmiii 


Hnkl  M  ■  1  a*  a*  •■«  KDM 


»TijiiMinuimtwia*i.ii 
MHMifor'nniiMMnM/ 


init<MH«i<n 

■^CawMoSlirWMarJlnr 


Wrallw 

I  WDl  »«(l)ei:  t^*  tru  1*)!)*  u„,„„ 
Uk  iwmi!)^  buminn  oft  Mtr  rnUAy, 
'linifitriKuict  ttml/J  uw  w  rlr  ititif  Wfi  ^ 
tttzc  BfifiritiEifi  wj(fi  lititvy  «lt*;(rii,'Al  amvitj' 
•nU  DwixjMmotn  »|>)"«lii(  vami,  sh,  i^ 


J 


OmmKxion.-  :itxj  L'tii 


iK«k.rr  (:w  .mMmk'nwrts..lt;iflin).xk>ri- KWlnmksJjd.  (;K(JS.  ttHH^l1Jli^lK^nl!  tkrk4iy  Sifl^^^ 


These  days,  the  biggest 
story  in  the  news  is  geoPublish. 
The  page-making  program  for 
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Actually,  geoPublish  is 
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Softworks 

The  brightest  minds  are  working  at  Berkeley. 


TELECOMMUNICATIONS" 


by  Robert  W.  Baker 


Inside  Q-Link 

Explore  the  inner  workings  of  the 
Q-Link  telecommunication 
service  with  network  pro 
Bob  Baker. 


There  always  seem  to  be  new  comput- 
ers and  peripherals  around  the  neigh- 
borhood during  the  holidays.  Many  of  the 
new  systems  and  add-ons  are  purchased 
as  presents  for  the  "whole  family"  or  for 
one  person  in  particular.  Whatever  the 
case,  the  influx  of  new  users  and  old  tim- 
ers getting  modems  for  Christmas  is 
bound  to  produce  additional  Q-Link  sub- 
scribers. 

Since  almost  everywhere  you  go  on  Q- 
Link  involves  reading  or  posting  mes- 
sages in  various  message  boards,  I 
thought  it  might  be  worthwhile  to  go  over 
the  various  features  of  the  editor  used  to 
create  and  enter  messages.  Besides,  you'd 
be  surprised  at  the  number  of  current  Q- 
Link  users  who  don't  really  know  all  the 
features  available  with  the  message  edi- 
tor Many  people  only  use  the  very  basic 
functions  to  enter  and  edit  their  messages. 
So  this  may  be  of  help  to  those  who  want 
to  save  time  and  use  some  of  the  more  ad- 
vanced editor  capabilities  as  well. 

Once  you've  decided  to  enter  a  new  m^- 
sage  or  add  a  comment  to  an  existing  mes- 
sage, the  first  thing  requested  by  the  sys- 
tem is  the  message  topic.  Fve  mentioned 
in  previous  columns  how  important  a  rel- 
evant heading  line  is,  especially  with  the 
searching  capabilities  in  the  message 
boards.  Be  sure  to  enter  something  that 
lets  others  know  what  your  message  is 
about  instead  of  something  cryptic  like 
"READ  ME"  or  "FOR  SALE." 

After  the  heading  line  is  entered,  the 
system  clears  your  screen  and  displays 
the  starting  heading  line  for  your  mes- 
sage. At  this  point  you're  automatically  in 
the  insert  mode  of  the  editor  and  you  can 
simply  type  the  text  of  the  message  as  de- 
sired. If  you  make  a  mistake,  you  can  easi- 
ly use  the  cursor  keys  to  move  around  and 
insert  or  delete  characters  as  needed. 

Tb  insert  text,  when  you're  in  Insert 
Mode,  simply  cursor  to  the  correct  position 
and  type.  Characters  are  entered  as  the 
text  that  follows  is  automatically  moved 
down,  lb  delete  text,  position  one  charac- 
ter past  the  last  character  to  be  deleted 
and  press  the  DEL  key.  All  following  text 


will  be  automatically  moved  up  as  the 
characters  are  deleted.  In  all  cases,  full 
words  are  moved  from  line  to  line  by  the 
automatic  word  wrap  feature  of  the  mes- 
sage editor. 

For  quick  movement  to  the  top  of  the 
text,  use  the  CLE/HOME  key  while  hold- 
ing the  SHIFT  key.  lb  get  back  to  the  end 
of  the  text,  simply  hit  the  CLR/HOME 
key  alone.  If  you  need  to  get  to  the  end  of 
any  line,  position  to  the  line  below  it  and 
then  use  the  cursor-left  key  to  move  the 
cursor  to  the  end  of  the  previous  hne  using 
the  line  wrap  features  of  the  editor 

In  the  simple  case,  you  enter  the  en- 
tire text  of  your  message,  while  making 
small  changes  as  needed,  and  then  press 
F7  when  done.  A  new  menu  is  displayed, 
with  the  first  entry  being  the  "Send  Mes- 
sage" line.  If  you  press  Fl,  the  message 
you  entered  is  transmitted  to  Q-Link  and 
the  editing  session  is  terminated.  Howev- 
er, there  are  other  options  available  on 
this  menu  if  you  need  these  other  func- 
tions. 

The  second  function  in  the  editor  menu 
is  the  Delete  Line  entry.  This  command 
lets  you  delete  the  entire  line  wherever 
the  cureor  was  located  before  pressing  F7 
to  activate  the  editor  menu.  The  position 
of  the  cursor  within  the  line  has  no  effect, 
the  entire  line  is  always  deleted.  Just  be 
sure  the  cursor  is  located  on  the  correct 
line  before  pressing  F7  and  using  this 
command. 

If  you  need  to  delete  only  part  of  a  line, 
then  you  have  two  choices.  Either  use  the 
DEL  key  to  delete  individual  characters 


one  at  a  time  or  use  the  Delete  lb  End  Of 
Line  function  in  the  edit  menu.  This  fimc- 
tion  will  delete  all  the  characters  from  the 
current  position  of  the  cursor  to  the  end  of 
that  line.  Any  text  following  that  line  will 
be  moved  up  and  concatenated  to  the  re- 
mainder of  the  existing  line. 

If  you  want  to  delete  a  portion  of  the 
middle  of  a  line,  you  could  position  to  the 
end  of  the  text  to  be  deleted  and  hit  the 
RETURN  key.  This  will  move  the  remain- 
der of  that  hne  to  a  new  hne.  Then  reposi- 
tion to  the  start  of  the  text  to  be  delet«i 
and  use  the  Delete  to  End  of  Line  function 
to  delete  the  text.  If  the  remaining  text  is 
not  all  on  one  line,  position  to  the  start  of 
the  second  line  and  press  the  DEL  key  to 
delete  the  RETURN  character  and  get  ev- 
erything back  on  one  line. 

Another  way  to  delete  a  part  of  a  line, 
an  entire  line,  or  even  multiple  lines  is  by 
using  the  Put  Mark  function  from  the  edit 
menu.  When  you  activate  this  fiinction, 
you  return  to  the  text,  but  only  the  cursor 
keys  are  active  besides  the  function  keys. 
Now  when  you  press  the  cursor  keys,  por- 
tions of  the  text  are  highlighted  as  you 
move.  The  only  limitation  is  that  you  can- 
not highlight  or  mark  more  than  nine 
lines  of  text. 

When  marking  text  you  can  move  the 
cursor  up  and  down,  left  or  right,  high- 
lighting text  as  you  move  away  from  the 
original  starting  point.  If  you  move  the 
cursor  back  toward  the  starting  point, 
youll  notice  that  the  text  will  be  un-high- 
lighted  and  return  to  normal.  This  lets 

Continued  on  pg.  1 12 


52    DECEMBER  1987 


The  time:  1400 
hours.  Some- 
where in  the 
Pacific.  Some 
ill-fated  coordi- 
nates in  World 
War  II. 


-.*r  ' 


HainagcControi  reports  a  kitttn 
:Scful'     "  ' 


eyeball  to  eye 
ball  action.  This  time 
around  you'll  be  right  in 
the  middle  of  it  all.  You 
knew  it  wouldn't  be  pretty. 
But  how  tough  could  it 


Will  it  be  the  twin 

40mm  Bofors 

anti-        ^^^^^^iii_    aircraft 

guns? Or  the  5"lead-spewers 

aft?  Depth  charges  f^ 

or  torpedoes?       /^ 


You're  at 
the  helm, 
command- 
ing the 
greatest  con- 

Kiiilar  i/nts  inimmid  '/.irrns.  Umih  CGntratlOH  01 
hnvnril  nmmery  !>,^fitM\t  Mm!  thr  -f'     -      ^     „ 
fiUlMiinnin  If/rrits.  Tfiiy  ic  iniftin^.  ill  CJJU  WCl 

ever  put  in  a  lightweight 
fighter.  The  deadly 
Fletcher  Class  Destroyer 
^       You've  embarked  on  the 
./^first  simulation  that  actually 
KSH^^' combines  the  intricate, 
large-scale  strategy  of 
wargamingwith 
the  intensity  of 
furious, 


It  sure  seemed  a  lot  easier 
than  shelling  islands,  escort- 
ing a  convoy  or  hunting  subs. 

Or  so  you 
thought. 
But  now 
look  what 
you've  got. 
Thirteen 
fully-opera- 
tional, ear- 
bursting  battle  stations  to 
worry  about,  all  armed  to  the 
gills.  Not  to  mention  radar. 
Navigation.  Sonar. 

Andhalf  the  Japanese  fleet 
crawling  up  your  spine. 

Time  to  make  some  tacti- 
cal decisions. 


YOVVE  ALWAYS  DREAMED  OF 
BEAUTIFUL  MODELS.  Nmv\m  can 
pick  up  an  entire  assatiU  fleet,  including 
a  rcphca  Fletcher  Class  Destroyer,  from 
Rercll.  Or  will  nn  authentic  scrambled 
eggs  Jlight  deck  cap.  Sweepstakes  details 
are  in  ercry  box,  or  write  for  an  entry 
coupon.  Xo  pHirliasc  iwcessary.  Sweep 
stakes  ends  June  15, 1987.  Official  rules 
are  available  at  participating  dealers. 


Any  choice  could  be  your 
last,  so  make  it  good. 
Suddenly,  you  hear  the 
ominous  rumble  of 
incoming  Zeroes. 
You  fire,  and  send 
one  plummeting  to 
the  sea,  trailing  a 
plume  of  smoke. 

On  instinct,  you  in- 
struct the  bridge  to 
commence  evasive  maneuvers. 


TECHNICAL  TIPS 

Auto-Con 

For  the  Commodore  64 

Whether  you  progi-am  in  BASIC  or 
machine  language,  hex,  decimal, 
binary,  and  ASCII  convei-sions  ai-e  a  fact 
of  life.  Without  some  type  of  conveiter, 
your  patience  will  certainly  be  put  to  the 
test.  Don't  overheat.  Keep  cool  with  Auto- 
Con.  Just  tell  it  what  to  convert  and  Auto- 
Con  does  the  rest. 

After  sa™g  a  copy  of  Auto-Con.  run  it. 
The  loader  pokes  the  machine  language 
data  into  memory  and  checks  for  errore. 
Now  you  can  load,  save  and  work  on  any- 
thing you  want. 

When  you  need  a  conversion.  t>'pe  SYS 
52000  [KETURN].  Let's  say  you're  going 
to  convert  decimal  255.  Tv^k  a  number 
sign  (#)  followed  by  the  number  |  RE- 
TURN]. After  entering  #255  you'll  see: 

#255 

$FF 

'/fiiiimi 

The  dollar  sign  (S)  represents  hex  and  the 
percent  sign  C.f  i  represents  binaiy. 

lb  make  a  hex  convereion,  t>pe  a  dollar 
sign  followed  by  the  hex  number  [RE- 
TURN]. If  you  enter  $1C  you'll  see: 

#28 

$1C 

%00011100 

For  binar)'  conversions,  precede  the 
number  with  a  percent  sign  [RETURN].  If 
you  enter  7c  10111  you'll  see: 

#23 

$17 


Auto-Con  sits  in  the 
background  and  makes 
binary,  hex,  decimal  and 
ASCII  conversions  whenever 
you  need  them. 

'rOOOlOlll 
When  Auto-Con  prints  a  binaiy  number 
over  255,  the  high  b>1e  appeai-s  in  reverse 
video. 

For  ASCU  convereions,  tj^  a  quota- 
tion mark  (")  before  the  character  you 
want  converted  [RETURN].  If  you  enter 
"A  vou'U  see: 

#65 

S41 

C'fOlOOOOOl 
Auto-Con  will  give  ASCII  conversions  for 


Bcfuft  lyping  this  pfograra.  reid  ■'Huw  lo  Enicr  Pfogfims"  ard  "How  to  Tsc  thi'  .Magajinc 
Eniry  Prygrim"  The  BASIC  prugrjms  in  lliis  nuj-aainc  arc  inilihlt  un  tJisk frcim  I.DjdMar. 
P.O.  Box  500U7,Shri'veporl.  U  71U0-0007,  iaoit-831-2694. 

Auto-Con 

30  PRINT  CHR$ (147) "LOADING  AND 

CHECKING  DATA  LINE:"'CFMJ 
40  S=52000:J=S:REM  ***  CHANGE  S  TO 

RELOCATE  ***'DICK 
50  FOR  B-0  TO  11: READ  A'EGWE 
60  IF  B=0  THEN  L=PEEK  (64)  *  256-(-PEEK  (  63) 

: PRINT  CHR$(19}TAB(31)L:PRINT'MYC0 
70  IF  A<0  OR  A>255  THEN  90'FICH 
80  POKE  J+B,A:X=X+A:D=D+1:NEXT  B 

:READ  A: IF  A=X  THEN  100'LWMQ 
90  PRINT"ERROR  IN  DATA  LINE:"L 

lEND'CCVL 
100  X=0:J=J+12:IF  D<492  THEN  50'GOUC 
110  PRINT"THE  DATA  IS  OK  AND 

LOADED. . ." : PRINT 'CBOE 
120  PRINT"SYS"S"TO  MAKE 


CONVERS IONS . . . " : END ' CCJF 

130 

DATA  169,13,32,210,2  55,32,210,255, 

169, 0,162, 133, 164 0'BWMH 

140 

DATA  160,4,133,97,133,253,134,139, 

132,2,132,252,1571'BWSI 

150 

DATA  153,139,0,136,208,250,160,32, 

153,0,2,136,1369'BUOJ 

160 

DATA  16,250,169,1,208,43,201,34, 

208,8,162,1,1301'BSOJ 

170 

DATA  134,2,208,28,240,210,201,35, 

208,4,230,2,1502'BTAK 

180 

DATA  208,18,201,36,240,14,201,37, 

208,224,162,16,1565'BWPM 

190 

DATA  160,130,134,2,134,252,132, 

139, 32, 210, 255, 169, 174 9 'BYTN 

200 

DATA  0,133,251,169,17  5,32,210,255, 

198,211,32,225,1891'BXBF 

210 

DATA  2  55,208,5,169,32,76,210,255, 

32, 228, 255, 240, 196 5 'BWQG 

220 

DATA  251,166,251,208,18  5,164,253, 

Continued  on  pg.  127 

Dy  Buck  Childress 


cursor,  ftmction.  and  other  normally  non- 
printing keys  as  well. 

When  making  hex,  decimal,  and  binary 
convei-sions,  it's  not  necessary  to  tvpe 
leading  zeros.  Foi-  example,  if  you  want  to 
convert  hex  ten,  you  don't  have  to  tji^e 
SOOOA  (although  you  can  if  you  wish). 
Just  tjTse  8A. 

Auto-Con  will  convert  any  number  up 
to  and  including  decimal  65535  (SFFFF 
hex  and  'JlUlUllllllllll  binaiy). 
Auto-Con  checks  your  number  as  it's  en- 
tered. In  decimal  conversions  you  can  en- 
ter up  to  five  digits  using  any  of  the  num- 
ber keys.  If  you  enter  a  number  higher 
than  65535,  Auto-Con  prints  a  question 
mark  (?)  and  stalls  over.  Up  to  four  digits 
are  allowed  in  a  hex  con\'ersion.  These  can 
include  any  number  key  and  the  letter 
keys  A  thi-ough  F,  Since  you  can  only  en- 
ter a  maximum  of  four  digits,  you  can't  ex- 
ceed 65535.  Binary  allows  a  maximum  of 
16  digits,  which  also  keeps  you  fix)m  ex- 
ceeding 65535.  Binary  is  entered  using 
the  number  keys  zero  and  one. 

If  vou  make  a  mistake  during  an  entry, 
press  the  DELETE  key  Press  the  STOP 
key  to  exit  Auto-Con. 

Auto-Con  is  completely  relocatable.  The 
variable  S  in  line  40  of  the  BASIC  loader 
is  the  default  loading  address.  It's  also  the 
default  SYS  addi'ess.  If  you  want  to  relo- 
cate Auto-Con,  just  change  S  before  run- 
ning the  loader.  The  program  is  492  bytes 
long,  so  be  sure  you  have  enough  ix)om  in 
your  new  location.  Once  the  ML  data  has 
been  loaded,  the  SYS  address  is  given.  Q| 


54    DECEIVIBER  1987 


^?^- 


space  age  technology  and  engineering  make  these  aircraft  virtually 

undetectable  by  enemy  radar.  Stealth  fighters  are  believed  to  now  be 

operating  from  top  secret  military  bases,  flown  only  on  the  most  sensitive 

missions  and  only  by  the  most  experienced  pilots. 

: i 

Precise  information  about  this  next  generation 

of  Air  Force  jets  is  highly  classified.  But  exten- 
sive research  has  enabled  the  aviation  experts 
at  MicfoProse  to  incorporate  the  potential 
design  and  performance  characteristics  in  a 
powerful  new  simulation. 

Slip  into  the  cockpit  of  PROJECT:  STEALTH  FIGHTER  and         ^- 

familiarize  yourself  with  the  advanced  "heads-up  display"(HUD)  and 
sophisticated  3-0  out-the-cockpit  view.  At  your  disposal  is  a  dazzlinj 
array  of  state-of-the-art  electronics,  weapons  and  countermeasures.  ^ 

But  remember,  flying  a  stealth  aircraft  takes  more  than  just  fighter  pilot  reflexes.    - 

The  real  challenge  is  mastering  the  jet's  electromagnetic  profile  to  avoid  enemy 

radar,  while  executing  a  deep-strike  mission  into  North  Africa  or  conducting  delicate  photo  reconnaissance  over  Eastern  Block 

seaports.  Also  featured  are  carrier  and  land-based  takeofts  and  landings,  as  well  as  land.  sea.  and  air  targets  and  threats. 

PROJECT:  STEALTH  FrGHTER  combines  the  combat  action  thrills  of  the  best-selling  F-15  STRIKE  EAGLE  with  the 
sophisticated  flight  environment  pioneered  in  GUNSHIP.  Add  the  danger  and  suspense  of  clandestine  missions  in  an 
innovative  'invisible  aircraft"  and  you  have  PROJECT:  STEALTH  FIGHTER,  the  latest  flying  challenge  from  MicroProsei 

PROJECT:  STEALTH  FIGHTER  is  available  from  a  Valued  MicroProse 

Retailer"  (VMR)  near  you.  Call  us  lor  localionsi 

For  Commodore  64/128,  IBM-PC/compatlbles  and  Apple  ll/e/c.  Call  or 

write  for  specilic  machine  availability,  and  lor  MC/VISA  orders  il  product  :71;'  "■' 

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ELECTRONIC  ARTS 

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EPYX 

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JE!  COMBAT  SIMULATOR 
WICROSOn  MULTJPLAN 
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DEADUNE 

LEATHER  GODOESES/PHOeOS 

STARCROSS 

SUSPENDED 

ZORKI 

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DAVIDSON 

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[OFESSIONAL  SOFTWARE 

El  FILER  23." 

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ELIMINATOR  5'' 

MAXI  GOLC  5  " 

MS  PIXEL  S  CARTOON  KIT  5," 

NUMBER  BOWLING  5-' 

RAMBO  FIRST  BLOOD  PI  !l  5  " 

SONGWRITER  5" 

SUBTRACTION  W/TINK  TONKS  S" 

TOP  GUN  5  " 

TIMEWORKS 

DATA  MANAGER  2  23," 

PARTNER  35" 

SWinCALC  W/SIDEWAYS  23," 

WORD  WRITER  3  29," 

UNISON  WORLD  INC. 

ART  GALLERY  I  14  "■ 

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SPRINGBOARD 

CERTIFICATE  MAKER  29.' 

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CLIPARTVOL2  23.'' 

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GRAPHICS  EXPANDER  »,'' 

NEWSROOM  29.«' 


SUBLOGIC 


32" 
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FLIGHT  SIMULATOR  II 

FOOTBALL 

JET 

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SCENERY  KISK  1  TEXAS 

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SCENERY  DISK  3  CAUF..  NEV. 

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MASTERTYPE  11." 

DIGITAL  SOLUTIONS 

POCKET  DICTIONARY  fl." 

POCKET  RLER  II  35." 

POCKET  PLANNER  II  35." 

POCKET  WRITER  II  35." 


ABACUS 

BASIC  COMHLER  35" 

CADPAK  35." 

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TAS  35" 

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MACH126  29." 

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PAPERCUPII  47." 
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POCKH  DICTIONARY 
POCKET  RLER 
POCKET  FILER  II 
POCKET  PLANNER  II 
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SUPERPACK  11 


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PROGRESSIVE  PERIPHERILS 

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128  USERS  ONLY' 


The  128  Mode 

Big  League  Baseball,  Part  3 

Explore  the  Commodore  128  in  its  powerful  native 
mode.  Some  of  the  articles  in  this  column  may  be 
technical,  some  not  so  technical— but  we 
guarantee  that  they  will  spark  your  creativity. 

This  month  we  will  complete  Big  League  Baseball,  a  statisti- 
cal baseball  game  where  you  are  the  manager.  If  you 
haven't  typed  in  the  first  two  installments,  you  will  need  to  do 
so.  Then  you  must  type  in  the  listing  included  here.  Or  you  can 
simply  purchase  the  Loadstar  disk  that  contains  the  entire  pro- 
gram. 

A  few  reminders  about  typing  it  in:  You  must  first  load  yom" 
previously-saved  version;  then  you  can  start  typing  installment 
#3.  Your  new  typing  will  re-edit  some  old  lines  as  well  as  add 
many  new  ones.  Once  done,  save  it  (use  a  different  name  so  that 
your  previous  version  remains  intact . . .  just  in  case.  I 

One  last  point:  the  file  structure  for  teams  has  been  changed. 
If  you  have  already  typed  in  any  teams,  you'll  need  to  type  in 
listing  #2  (entitled  "FILE  CONVERTER"),  hisert  the  disk  on 
which  you  have  saved  your  team  files  and  it  will  coiTect  them. 

Last  month's  embellishments  were  chiefly  graphics;  this  time 
we  will  add  statistical  capabilities.  Now  the  computer  will  keep 
track  of  your  ongoing  leagues,  sort  players'  batting  and  pitching 
stats,  and  keep  track  of  standings.  With  these  statistical  en- 
hancements, Big  League  Baseball  becomes  a  complete  baseball 
simulation. 

What's  New 

Two  new  options  are  now  listed  on  the  opening  menu.  They  in- 
clude the  ability  to  view  the  standings  (press  D)  and  to  ™w 
team  statistics  (press  S).  You  can  do  either  of  these  before  or 
after  any  game.  Both  options,  once  loaded  fixtm  disk  and  sorted, 
allow  you  to  print  your  statistics  on  paper  Both  are  also  com- 
pletely self-€xplanatoty.  An  example  of  each  can  be  seen  in  ta- 
bles 1  and  2. 

Once  you  begin  playing,  youll  notice  a  slight  change  in  the 
information  on  the  screen  above  the  playing  field.  Instead  of  the 
three  keyboard  choices  in  the  last  installment  (C  for  change 
pitchers,  S  for  statistics,  and  W  for  walk  batter),  there  are  now 
four.  The  change  pitcher  and  walk  batter  options  are  still  the 
same  but  the  statistics  option  has  now  been  subdivided  into  two 
categories:  B  for  batters  statistics  and  P  hr  pitchers  statistics. 

When  you  press  either  B  or  P  you  will  see  the  batter's  or  pitch- 
er's stats  displayed  in  the  upper  left  window.  Keep  in  mind  that 
Big  League  Baseball  carries  two  tv'pes  of  statistics,  the  perma- 
nent ones  you  typed  in  and  the  ongoing  stats  that  are  updated 
each  game.  Tb  keep  straight  which  is  which,  current  stats  are 
printed  in  blue  and  permanent  stats  in  pink.  Repeated  presses 
of  the  B  or  P  key  toggle  these  two  sets  of  stats. 

Playing  the  Percentages 

This  ability  to  compare  current  stats  with  permanent  ones 
should  help  you  to  make  managerial  decisions.  Let's  say,  for  ex- 
ample, you've  got  a  .2CI0  hitter  (real-life,  permanent  stats)  at  the 
plate.  You  check  his  current  stats  and  find  he's  batting  .444.  You 


'JB^^ 


^- 


by  Mark  Jordan 


.'\ 


can  assume  he's  more  apt  to  make  an  out  than  normal  simply 
because  the  law  of  averages  is  against  him.  In  other  words,  he's 
not  even  a  .2CX)  hitter  at  this  point.  Over  the  course  of  a  162- 
game  season,  players'  current  stats  should  virtually  match  their 
permanent  stats. 

So  what  do  you  do?  Well,  you  could  pinch-hit  for  him.  Or  take 
pitches,  hoping  for  a  walk.  Or  bunt  runners  up  if  there  are  any 
on  base.  O  just  let  him  hit  away,  figuring  that,  on  the  immedi- 
ate level  anyway,  he's  still  a  .200  hitter.  (Laws  of  probability  are 
strange,  if  you  flip  a  coin  heads  19  straight  times,  the  next  flip 
has  a  50/50  chance  of  being  heads.  Still,  Fd  bet  on  tails  in  that 
situation.) 

At  the  conclusion  of  each  game  you'll  be  given  the  option  of 
including  the  game  just  played  in  the  ofRcial  statistics.  When 
you're  just  experimenting  mth  Big  League  Baseball,  it's  a  good 
idea  to  play  some  practice  games.  Just  press  N  (for  No)  at  the 
"Update  records"  prompt.  However,  it  is  absolutely  unethical  to 
use  this  option  as  a  way  to  avoid  racking  up  losses  for  your  fa- 
vorite team.  As  Fve  said  in  previous  columns,  the  choice  to  cheat 
is  yours  . . .  and  may  your  conscience  keep  you  awake  nights  if 
you  decide  to  do  so. 

Enough  moralizing.  You  now  have  ail  the  information  you 
need  to  set  up  your  own  Big  League  Baseball  league.  Now  for 
some  inside  info. 

How  Big  League  Baseball  Simulates  Reality 

You  may  be  wondering  just  how  Big  League  Baseball  is  able 
to  reproduce  players  that  statistically  match  real-life,  both 
pitchers'  and  hitters'  stats.  It  is  no  great  feat  of  logic  to  realize 
that,  with  a  random  number  generator,  one  can  merely  grab  a 
random  number  (Irom  0  to  .999)  each  at-bat,  compare  it  to  the 
hitter's  batting  average,  and  if  the  random  number  is  equal  to 
or  less  than  the  hitter's  batting  average,  he  gets  a  hit.  Once  a  hit 
has  been  determined,  it  is  a  simple  matter  to  determine  the  type 
of  hit  (single,  double,  triple,  home  run)  based  on  a  breakdown  of 
the  hitter's  real-life  hits. 

Line  2400  gets  the  random  number  { rl  =  md(l) }  and  line 
2430  checks  to  see  if  the  number  is  higher  than  the  hitter's  aver- 
age (X  equals  hitter's  average).  If  it  is  then  the  batter  has  ruA 
made  a  hit.  (The  BEGIN/BEND  loop  that  follows  determines  if  a 
walk,  error,  etc.  has  occurred.)  If  Rl  is  less  than  the  batter's 
average,  a  hit  has  happened.  We  drop  down  to  line  2500  and  be- 
gin to  determine  what  type  of  hit  it  will  be. 

The  above  is  very  simple  —  the  trick  is  to  allow  the  pitcher's 
stats  to  influence  the  game  also.  If  the  hitter's  statistics  alone 
are  used  to  determine  the  outcome  of  each  pitch,  all  pitchers 
would  be  generic. 

The  solution  is  equally  simple.  The  program  uses  hitter's  stats 
only  half  the  time.  The  other  times  the  pitcher's  statistics  will  be 
used.  Of  course,  we  don't  want  to  simply  alternate  hitter-pitcher 
stats  —  that  could  create  lopsided  results.  Instead  each  pitch  we 
need  to  randomly  decide  whether  the  pitcher's  or  hitter's  stats 
take  precedence.  Line  2400  and  line  2410  do  this.  If  R2  is  great- 
er than  .5  (which  it  will  be  half  the  time),  then  we  simply  make 

Continued  on  pg.  60 


58    DECEMBER  1987 


TAKE YOUR 
REVENGE ! 


♦iJfet  %£t 


The  evil  Shogun  Kunitoki  has  slaughtered  the  entire  Brotherhood  of  the  White  Ninja. 
You  alone  survive.  And  you — alone — must  avenge  the  Brotherhood. 

Prepare  for  action  and  adventure.  Find  your  way  to  Kunitoki's  distant  fortress.  Scale 
mountains.  Cross  raging  rivers.  From  the  vivid  Wilderness  to  the  grim  Dungeons,  six 
animated  landscapes  will  take  your  breath  away — if  you  live  to  see  them. 

Because  at  every  turn,  there's  danger.  Fire-breathing 
dragons.  Sea  monsters.  Samurai  henchmen. 
Kunitoki's  guards.  And  others.  To  get  your  vengeance,  I 
you  must  be  a  master  of  Ninja  weapons.  Ninja 
wisdom.  And  Ninja  magic. 

The  way  is  long  and  dangerous.  But  revenge  is  sweet. 

Explosive  action  in  a  land  of  adventure. 
For  Commodore  64'"  and  US'" 


Look  for 
specially 
marked  packages 
featuring  this 

special  offer. 


ACTIVISION. 


To  order  b\-  mail,  call  1 -TOO-227-6900 
Progrdjn  'Wfi?  System  3  Softwart,  Lid.  Commodore  64  and  I2S  are  trademarks  of  Commodore  Electronics,  Ltd. 


128  Users  Only/ 128  Mode 

Conlintied  from  pg. -5!i 

X  equal  the  "pitcher's  average."  Thus  half  the  time  X  equals  the 
hitter's  average,  half  the  time  it  equals  the  pitcher's. 

Does  it  work?  You  bet.  If  you  nin  a  40  *  game  season,  you'll 
find  the  hittei-'s  and  pitcher's  ongoing  statistics  becoming  closer 
and  closer  to  the  actual  statistics  you  typed  in  when  you  entered 
the  team  files.  Of  course,  the  longer  the  season,  the  more  accu- 
rate your  results  will  become. 

Pitcher's  ERAs  were  a  little  tougher  to  make  come  out  than 
hitter's  stats.  It  would  have  taken  too  much  code  to  detennine 
which  iTms  were  earned  and  which  were  not.  1  did  a  little  experi- 
ment which  solved  this  problem:  I  simply  tallied  the  total  runs 
scored  in  the  Major  League  in  1986  then  the  earned  runs  and 
analyzed  what  percentage  were  unearned.  My  findings  were 


Table  1:  Printout  of  Standings 


AL  East 

Bluejays 

Tigers 

Red  SOX 

Brewers 

Indians 

Orioles 

Yankees 


Player 

Mitchell 

Strawberry 

Santana 

Knight 

Carter 

Dykstra 

Hernandez 

Backman 

Wilson 

Teufel 

Player 

Orosco 

Ojeda 

Fernandez 

Darling 

Gooden 


W 

15 

13 

13 

U 

9 

7 

5 


9 

9 

14 

14 


Pet 
.750 
.684 
.619 
.550 
.500 
.333 
.294 


AL  West 

Twins 

Royals 

Whitesox 

Manners 

Athletics 

Angels 

Rangers 


W 

16 

15 

10 

11 

9 

7 

5 


L 

5 

7 

9 

10 

11 

12 


Pet 

.761 
.681 
.526 
.523 
.450 
.368 


Table  2:  Printout  of  Player  Stats 


AB 

1 
15 
20 
17 
22 
18 
19 
21 
17 

0 

IP 

0 

4 
11 
13 
18 


H 

1 

8 
5 
4 

5 
4 
4 
4 
1 
0 

H 

0 

1 
6 
12 
22 


BB 

0 
5 
1 
4 
1 
2 
3 
2 
3 
0 

SO 

0 
0 
0 
0 
7 


HR 

0 

0 

0 

0 

0 

0 

0 

0 

0 

0 

BB 
0 
0 

1 
1 

2 


15  .250 


Ave 

.533 
.300 
.235 
.227 
.222 
.211 
.190 
.059 
.000 

ERA 

0.00 
0.00 
0.00 
2.08 
3.00 


Bcfurt  npinf  this  prugram.  read  "Hnw  lo  Enlcr  Prosrams"  and  "llijvv  iii  Vw  Ihc  .Majiajinc 
Emry  Prdijfjm."  Thi-  H.\SIC  jifORrams  in  this  mij;i2lnc  art  available  on  disk  fnira  l.dadsiar, 
P.O.  Bos.^(IIW7.Shn-K.'port.  U'lhlLdlUr.  I  HOO-a3r26'}i. 

Big  League  Ball 

0:AV=0:B=0:B1=0:B2=0:BA=0:BI=0 

0:C1=0:C2=0:CC=0:CH=0:CI=0:D=0 

=0:DK=0'QKYX 

0:FL=0:GM=0:GR=0:GV=0:H=0:H1=0 

=0:HH=0: IN=0 : J=0 : J2=0 : JH=0 : JI=0 

=0: JZ=0:K=0:KK=0:L=0:ME=0:MO=0 

=0:NP=0:OU=0'yQJO 

: P2=0 : PA=0 : PH=0 : PK=0 : PL=0 : PO=0 

0:R2=0:R3=0:RE=0:S=0:SB=0:SL=0 

0:SS=0:SX=0:T1=0:TB=0:TR=0:UD=0 
=0:US=0:UY=0' YRTP 

:WB=0:WH=0:WK=0:WP=0:X=0:XX=0: Y=0 
=0:Y2=0:Z=0'LOLT 
"":AB$="":AVS="":B$="":BA$="" 
="":CU$="":F$="":HR$="":L$="" 
="" :P0$="" :S5="" :SC$="" :T$="" 
="":WK$="":X$=""*SLME 


1  AA= 
:C= 
:DD 

2  DV= 
:H2 
:  JS 
:NN 

3  P=0 
:R 
:SP 
:UL 

4  W=0 
:yl 

5  A$= 
:C$ 
:PS^ 
:W$ 


that  each  pitcher's  ERA  is  .5  inins  lower  than  their  "'TRA"  ( total 
i-uns  allowed  average). 

Some  refinements  that  could  be  added  to  make  the  game  even 
more  realistic  just  weren't  possible  in  a  BASIC  progi'am  this 
size.  For  one  thing,  it  would  have  required  more  IF/THEN  state- 
ments which  would  ha\'e  slowed  things  down  too  much.  Foi"  an- 
other, the  editoi's  of  this  magazine  have  space  considerations. 
And  finally,  you  aren't  likely  to  enjoy  another  thiiee  houi-s  of  tjp- 
ing  and  proofreading.  But  now  that  you  have  it  all  typed  in, 
there's  no  reason  you  can't  spend  time  examining  the  listing  (ta- 
ble 3  will  help)  and  making  some  adjustments  of  youi'  own. 

Big  League  Baseball  was  a  big  league  programming  effort  for 
me.  I  hope  you  get  many  horn's  of  enjoj-ment  designing  and 
managing  your  owti  league.  Q 

Table  3:  Program  Outline 

Lines  1  -  66;  variables  setup 

Lines  70  -  140t  draw  playfield 

Lines  150  -  388;  more  setup 

Lines  400  -  440;  main  program  loop 

Lines  460  -  560;  prepare  scoreboard,  etc. 

Lines  590  ■  840;  game-play  routine 

Lines  860-  1200;  set  lineup 

Lines  1230  -  1480:  pick  teams 

Lines  1510  -  1640;  load  teams 

Lines  1670  -  2000:  save  teams 

Lines  2030  -  2070:  update  teams 

Lines  2110  -  2228:  calculate  hitter's  and  pitcher's  stats 

Lines  2240  -  2300;  print  tiitter's  stats 

Lines  2320  -  2336;  check  keyboard  and  joystick 

Lines  2339  -  2410;  pitch  and  hit 

Lines  2430  -  2480;  if  non-hit,  breakdown 

Lines  2500  -  2540;  if  hit,  breakdown 

Lines  2560  -  2610;  complete  hitter's  at-bat 

Lines  2630  -  2970;  move  runners  up,  taiiy  runs,  etc. 

Lines  3000  -  3097;  change  lineup  (pinchhitters) 

Lines  3100  -  3170;  bunts  routine 

Lines  3200  -  3270;  steals  routine 

Lines  3300  -  3430;  change  pitchers 

Lines  3500  -  3544;  walks  routine 

Lines  3600  -  3670;  determine  keypress  (W,  C,  B,  P) 

Lines  3700  -  3790;  sort  standings 

Lines  3800  -  3870;  save  game  results  and  standings 

Lines  3900  -  3996:  sort  player  stats 

Line  4000  ;  play  tune 

Lines  4100  -  4140:  update  pitcher's  stats 

Lines  4200  -  4265:  print  player  stats 


232 


234 


235 


236 


270 


DIM  N(4)  ,SX(4)  ,SY{4)  ,D$(4)  ,K0$(1, 
25,6)  ,KO(l,25,6)  ,IP(1)  ,HP(1)  , 
RP(1)  ,DV(1)  ,SP(25)  ,SE(25)  ,SB(25)  , 
SC(25) ,Q$(6) ,BS$(1,25) ,EA(25) , 
EB(25) 'BCSC 

N(l)  =6:N  (2)=6:N  (3)=7:NC4)=7 
:CI=11'FDLM 

SX(1)=0:SX(2)=20:SX(3)=0:SX(4)=20 
:SY(1)=0:SY(2)=0:SY(3)=11 
:SY{4) =11' IJEW 

A$=" [SPACE2,SHFT  W, SPACE3 , SHFT  L, 
SPACE3,SHFT  P] CT" : D$ (1) =" - [ SHFT  N, 
SHFT  L]  [SHFT  E]AST"-FA$ 
:D$ (2) ="- [SHFT  N,SHFT  L]   [SHFT  W] 
EST"+A5:D$(3)="-[SHFT  A, SHFT  L] 
[SHFT  E] AST"+A$:D${4)="-[SHFT  A, 
SHFT  LJ   [SHFT  W] EST"+A$ ' JJLL 
DATA  " {SPACE2,SHFT  S ] ELECT [ SPACE2] 
","[SHFT  P]=PLAY[SPACE4]  "," 
[SHFT  C]=CREATE[SPACE2] ","[SHFT  U] 

Continued  nn  pg.  62 


60    DECEMBER  1987 


Ihe  new  Commodore*  Amiga*  500  is 
everything  you  never  expected  from  a 
home  computer.  That's  because  we  designed 
it  to  excite  you,  lb  dazzle  your  senses  with 
4096  colors  and  stereo  sound. To  unleash 
your  creativity  To  allow  things  you  never 
dreamed  possible  in  a  home  computer. 
Because  until  now,  they  really  weren't. 

Like  built-in  speech  synthesis,  so  you'll 
always  have  someone  to  talk  to.  Pro-quality 
3D  animation  that  lets  even  beginners  put 
their  ideas  in  motion.  Colorful  educational 
programs  that  make  lessons  fun  and  mem- 
orable. A  complete  home  office  with 
powerful  spreadsheet  and  database 
fjrograms— even  word  processing  with 
WordPerfect?  And  unlike  any  other  home 
computer,  the  Commodore  Amiga  500  can 
multi-task,  so  you  can  run  several  programs 
at  the  same  time. 

Hook  it  to  your  VCR  with  an  optional 
RF  modulator,  and  the  Commodore  Amiga 
500  becomes  a  home  video  production 
center.  Paint  graphics  over  video  images. 
Create  moving  3-D  titles.  Produce  your  own 
animated  feature. 

And  for  pure  fun,  enter  the  incredible 
worid  of  stereo  Amiga  video  games.  With 
graphics  so  good,  major  video  game  makers 
use  them  in  their  coin  arcade  machines. 
AND  NOW  YOU  CAN  SEE  IT  ALL.  FREE. 

We  captured  the  excitement,  beauty, 
and  power  of  the  Commodore  Amiga  500 
on  a  special  VHS  video  cassette  called  The 
Amiga  500  Video  Test  Flight.  If  you're  ready 
for  the  ride  of  your  life,  call  1-800-87-AMIGA 
or  contact  your  Commodore  Amiga  dealer 
to  find  out  how  you  can  get  your  free  video 
demonstration. 

1-800-87-AMIGA 


t  talks. 

It  animates. 

It  educates. 

It's  a  home  office. 

It's  a  video  studio. 

It's  arcade  games  in  stereo. 

It's  the  new  Commodore 
Amiga  500  home  computer. 


Comni^ij  jtv  l^  ^  ic^iAivu- J  ii jdeTnjtkoRHIfflBB^iSi^flRQBSnRHnn^^^SSRniMBnnnnpRH^IlDgo  j  ludcmji):  ofComnKHiorc  Amiga.  iiK  WotdFetfe^:!  v. 
.fgiHcrediradcmarkofiheWordPcTfettCoiporarion  WatHe Madness gjmexrecncouitettypffitrtircmk^ Arts. liSVii1jnb«sinc^ 


28  Users  Only/ 128  Mode 

Conlinued  from  pg.  GO 

=UPDATEISPACE2] "," [SHFT  D] 
=STNDIb)GS"  ,  "  [SHFT  S]  =STATS  [  SPACE3] 
" , " [SHFT  Q] =QUIT  tSPACE4] "  ,  ,  ,  , 
"PCUDSQ"'BKLD 
378  T$="V1T4":W$="V2T4" 

:S0$ (0) =T$+W$+LEFTS (C$, 126) 
:SO$(1)=LEFT$(C$,90) 
:SO$(2)=MID$CC$,127) 
:SO$(3)=T$+W$+LEFT$CC$,63) ' OVGN 
420  on    A  GOSUB  590,1670,2030,3700, 

3900,440'CDDG 
480  FOR  T=l  TO  6:CHAR  1,1, T+1, 

LC$+M$(ME,T) ,1:NEXT'HALQ 
485  IF  AA=0  THEN  AA=1: GOSUB  4100 'FLJQ 
504  COLOR  1,5:CHAR  1,13,0,LC$+" 

[SHFT  B]=[SHFT  B] . STATS [SPACE2 , 
SHFT  W]=WALK[SPACE2,SHFT  C] 
=CHANGE":CHAR  1 , 13 , 1 , LC$+" [ SHFT  P] 
=[SHFT  P] .STATS" 'FAEY 
592  COLOR  1,15:CHAR  1, 22 , 22 , " 1SPACE10] 

"  ,  1 ■ CPVP 
594  CHAR  1,22,23," [SPACE10] ",1'BKAP 
832  IN=IN-1:G0SUB  3800'DKCL 
1040  IF  H0${H,T,1)="[SHFT  P] 

"THEN  P(H)=T:FOR  A=2  TO  6 
:PP(H,A) =K0 (H,T,A) :NEXT' JMDM 
1262  DV(H)=D:H(H)=C'CMGH 
1605  IF  S>1  THEN  INPUT#2,T$ 
:KO$(H,T,S)=T$:KO(H,T, 
S)=VAL{T$) 'HINQ 
1612  KO$(H,T,0)=HO$(H,T,0) 

:K0$(H,T,1)=H0$(H,T,I) ' CQBM 
1692  H=0'BCQL 

1950  FOR  T=l  TO  NP : PRINT#2 ,H0$ (H ,T , 
0) "ERON 

1960  PRINT" "HO$CH,T,0) "BKKL 

1962  PRINT#2,H0S (H,T,1) 'BMNN 
1970  FOR  S=2  TO  6:PRINT#2,HO$(H,T,S) 
:PRINT#2,STR$(K0(H,T,S) ) 
:NEXT'HGVU 
2124  JZ=0'BDIC 

2222  IF  KO(H,P2,2)=0  THEN  2228'DPHF 
2224  BA$=LEFT$(STRS(KO(H,P2,3)/K0(H, 
P2,2) )+"000",5) :AB$=MID$(STR$(KO 
(H,P2,2) ) ,2) ' lYBS 
2226  HR$=MID$(STR$(KO(H,P2,4) ) ,2) 

:PO$=LEFT${STR$ ( KO C H , P2 ,4 ) /KO (H , 
P2,2) )+"000",4) :WK$=MID$(STR$(KO 
(H,P2,5) ) ,2)   'LTDC 
2228  CI=7:RETURN'CEKI 
2242  COLOR  1,CI'BEHD 
2250  CHAR  1,1,2,LC$+LEFT$(" [SHFT  A, 

SHFT  B] S [SPACE3] "+AB$+ " [ SPACE4 ] " , 
10) ,1'FTML 
2260  CHAR  1,1,3,LC$+LEFT$("[SHFT  A] 
VE  "+BA$+" [SPACE6] " ,10) , 1 ' FTVL 
2270  CHAR  1,1,4,LC$+LEFT$(" [SHFT  H, 

SHFT  R] S[SPACE3] "+HR$+" [SPACE4] ", 
10) ,1'FTJN 
2280  CHAR  1,1,5,LC$+LEFT${" [SHFT  P] 

0WER"+P09+" [SPACES] ",10) , 1 ' FTKO 
2290  CHAR  1,1,6,LC$+LEFT$(" [SHFT  W] 

ALKS  "+WK$+" [SPACE4] ",10) ,1'FTDP 
2295  CHAR  1,1,7,LCS+LEFT$(" [SHFT  S] 


PEED"+STB$ (SB) +" [SPACE4] " , 10) , 

I'GUIU 
2297  CI=11'BEJN 
2320  S$="":WH=1:D0'DHKD 
2322  GET  B$ : J2=J0Y { 2) : IF  B9<>""THEN 

GOSUB  3600:GOTO  2322 'JUQK 
2470  RE=INT(RND(1) *7) 'EIKJ 
2574  IF  RE+TB=7  THEN  PP (HH, 5) =PP (HH , 

5)+l'GWQT 
2602  KO(H,P2,2)=KO(H,P2,2)+WH'CWUI 
2762  IF  RE=7  THEN  KO (H , P2 , 3) =K0 (H , P2 , 

3)+l:IF  TB=4  THEN  K0(H,P2, 

4)=KO(H,P2,4)+l'KYGB 
3255  IF  RE=15  THEN  WH=0'EHWL 
3372  H2=HH:HH=(H+1) AND  1:G0SUB  4100 

:HH=H2'GW0Q 
3500  SOUND  1,15000,30,0,14000,200,1 

iSPRITE  4,0'CEJH 
3542  WH=0:KO(H,P2,5)=KO(H,P2,5)+1'DADN 
3544  PP(HH,4) =PP(HH,4)+1'CRDN 
3600  IF  B$="W"THEN  RE=11:TB=1 

:GOSUB  2560:GOSUB  2110 

:GOSUB  2240' lAXL 
3610  IF  B$="C"THEN  R=INT(RND{1)*5) 

:GF(HH)=(R-2)/8: GOSUB  3300 'LBCP 
3620  IF  B$="B"THEN  BEGIN 'EDMG 
3622  : JZ=(JZ+1)AND  I'DJNJ 
3624  :1F  JZ=1  THEN  GOSUB  2222 

:ELSE  GOSUB  2170'GNXN 
3626  :BEND:GOTO  2240'CHTL 
3630  IF  B$="P"THEN  BEGIN 'EDBH 
3634  :JS=(JS+1)AND  1 : JH=P (HH) ' ERYO 
3636  :IF  JS=1  THEN  JI=7:F0R  T=2  TO  6 

:T$(T) =MID9 (STR$ (K0(1, JH,T) ) ,2) 

:NEXT:ELSE  JI=11:F0R  T=2  TO  6 

:T$(T)=H0$(1,JH,T) :NEXT'SLOK 
3640  :COLOR  1,11:CHAR  1,1,1, 

LC9  +  LEFT$(HO$(HH,JH,0)+SP$,10)  , 

I'FMBQ 
3650  :COLOR  1,JI:F0R  T=l  TO  6 

:CHAR  1,1,T+1,LC$+LEFT5(LEFT$ 

(IN$(1,T)+"  ",5)+"  "+T$(T)+SP$, 

10) ,1:NEXT'0XRB 
3700  GM=RGR(0) :GRAPHIC  0,1:COLOR  0,15 

: COLOR  4,7'FSKJ 
3703  FOR  DV=1  TO  4'DENH 

3705  D0PEN#2,"STANDINGS"+STRS{DV) ' DICN 
3707  IF  DS>0  THEN  DCLEARrGOSUB  3780 

:GOTO  3717'GOJP 
3710  FOR  K=l  TO  N (DV) : INPUT#2 , WI (K) , 

LO(K) :NEXT:DCLOSE'GYXM 
3715  GOSUB  3775'BEXJ 

3717  IF  DV=1  OR  DV=3  THEN  PRINT" 
[CLEAR, BLACK] " ' GGFQ 

3718  PRINT" [D0WN2,RVS] ",D$(DV) ' BHAN 
3720  FOR  T=l  TO  N (DV) :W=WI (SE (T) ) 

:L=LO(SE(T) ) :P=W/(W+L) ' ILSS 
3722  W$=LEFT$(STR$(W)+SP$,4) 

:L$=LEFT${STR$(L)+SPS$,3) 

:P$=LEFT$(STR$(P)+"00",5) ' MLXW 
3725  DI$(DV,T)=LEFT$(TM$(DV, 

SE(T) )+SP$,9)+W$+L$+P$'GKAV 
3730  PRINT, DI$(DV, T) "BKYH 

3735  NEXT: NEXT 'CELL 

Continued  tm  pg.  64 


62     DECEMBER  1987 


r 

30LD  DISK 


^ 


LU^CIOU^ 


KILLER 

come 


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WOW  J 
WORP        , 
aALLOON?/ 


<:ARLOAPg 
OP  CAfiJOOK 
CUPAfit/ 


W^'^^H, 


afrrwRAv 


IT  PUT^ 
TMe  P^IV6R5 
OP  thI  P/?05 
AT  VOJR         J  ,  -, 


^v 


^^ 


A 


f^^a^- 


i*h^: 


'm 


^:. 


,^:A 


NeWflETTER^/v 


f 


.r" 


J-^^ISJ 


>1JZ/  6fi^  CRBATB  VOUfiOWhi  MULV-FA&B  COMIC  BOOK^  WITH 
ComicSettmr-  T^B  COtmjETB  COLOR  COfAiC  PeSIGN  5TUPIO 
fiOR  THE  5I2K  AMIGA.  WfTH  ^TRUCTUREP/OA^iP  eiT-A\APPep 
GRAPHICS.  ONLY  ^99.95-  FRt)M  60LP  Pr$k  SOFTWARE.  SEE  y-i>UR 
UXTAL  AAAIGA  PEALER  OR  CAUL  1-800-507-8192  TO  ORPER. 


128  Users  Only/128  Mode 

Continued  from  pg.  62 

3745  PRINT" [CLEAR, RVS, BLUE]   [SHFT  A] 
[BLACK] =[SHFT  A] MERICAN  [SHFT  L] 
EAGUE[SPACE2,BLUE]   [SHFT  N] 
[BLACK]  =  [SHFT  b)]ATIONAL  [SHFT  L] 
EAGUE"'BAUB 

3747  PRINT  "[RVS,BLUE1  [SHFT  P] 

[BLACK] = [SHFT  P] RINTER [SPACE10 , 
BLUE]  [SHFT  X]  [BLACK] =[ SHFT  E] 
XIT[SPACE11] "ET$'BDSA 

3750  DO:GET  KEY  A$:IF  A$="X"THEN 
EXIT'HGLN 

3751  IF  A$="P"THEN  OPEN  4,4,7:CMD  4 
:FOR  DV=1  TO  2 : PRINT, D$ (DV+2) , , 
D$(DV) :FOR  T=l  TO  7 
:PRINT,DI$(DV+2,T) ,,DI$(DV,T) 
:NEXT:PRINT:PRINT:NEXT:CLOSE  4 
:GOTO  3762'VTBL 

3752  IF  A$="A"THEN  TI=3 ' EFTM 
3754  IF  A$="N"THEN  Tl=l'EFAP 
3756  PRINT" [CLEAR] "'BATO 

3760  FOR  DV=T1  TO  DV+1 : PRINT" [D0WN2 , 

RVS] ",D$(DV) :FOR  T=l  TO  N(DV) 

;PRINT,DI$(DV,T) :NEXT:NEXT'LLHX 
3762  LOOP'BAKK 
3765  PRINT" [H0ME2] ":GRAPHIC  GM 

: RETURN 'DEAQ 
3770  IF  RU(0) >RU(1)THEN 

WI (H (0) ) =WI (H(0) ) +1 

:L0(H(1) ) =L0(H(1) ) +1 

:ELSE  WI (H(l) ) =WI (H(l) )+l 

:LO(H(0) }=LO(H(0) )+I'MGUJ 
3775  FOR  T=l  TO  N (DV) : SP (T) =WI (T) / (WI 

(T)+LO(T) ) :SE(T)=T:NEXT' INPD 
3777  NN=N(DV) 'BHJS 
3780  FOR  T=NN-1  TO  I  STEP-1 

:FOR  1=1  TO  T'JKFS 
3785  IF  SP(SE(I) ) <SP(SE(I+1) )THEN 

T1=SE(I) :SE{I)=SE(I+1) 

:SE(I+1)=T1' JWEH 
3790  NEXT:NEXT: RETURN 'DCGN 
3800  GOSUB  4100'BEGE 
3803  CHAR  1 , 0 , 24 , LC5+" [SHFT  U] 

PDATE  RECORDS? isPACE2, SHFT  Y]/ 

[SHFT  Nl "'CKXQ 
3805  GET  KEY  A$:IF  AS="N"THEN 

3818'FJON 
3810  IF  A$<>"Y"THEN  3805 'EGLI 
3812  FOR  T=l  TO  5:SPRITE  T, 0 :NEXT' F JJL 
3815  GRAPHIC  0,1:GOSUB  3820 

:GRAPHIC  1 ' DKVN 
3818  CHAR  1,0,24," [SPACE20]" 

jRETURN 'CIOR 
3820  COLOR  0,15 -.COLOR  4,7 

:COLOR  5,1'DMUK 
3823  FOR  H=0  TO  1:DV=DV(H) 

:HH=CH+1)AND  I'HTJR 
3825  D0PEN#2,"STANDINGS"  +  STR$CDV)  'DICQ 

3827  FOR  T=l  TO  N (DV) : INPUT#2 ,WI (T) 
:INPUT#2,L0(T) :NEXT'GYOV 

3828  DCLOSE'BBNO 

3830  IF  RU(H)>RU(HH)THEN 

WI (H(H) ) =WI (H(H) ) +1 

:ELSE  LO(H(H))=LO(H(H)) +1' IVSW 
3834  SCRATCH"STANDTNGS"+STR$(DV) 'DEEP 


3835 

3840 

3845 
3855 

3860 
3870 
3900 

3905 

3910 
3912 

3913 

3915 
3920 
3922 
3925 
3927 

3930 
3935 

3945 

3950 
3955 
3960 

3970 

3972 


3976 
3980 

3982 


3986 
3990 
3992 


3994 

3996 
4100 

4110 

4120 

4130 


1510 

TO  NN'GMSM 

P] 

;SC(C) =T 

THEN  SP(B)=0 


D0PEN#2,"STAb]DINGS"  +  STR$  (DV)  , 
W'DKCS 

FOR  T=l  TO  N(DV) :PRINT#2,WI (T) 
:PRINT#2,L0(T) :NEXT'GYDQ 
DOLOSE 'BBNN 

GOSUB  4100:F$=H$(H) :NP=NP(H) 
:GOSUB  1920'EABV 
NEXT'BAEJ 
RETURN 'BAQK 
GM=RGR(0) :H=0:HH=0 
:V$(H)="  [L.  BLUE]  TEAM [SPACES] 
"'FSDO 

GOSUB  1240:H=0:GOSUB 
:NN=NP(H) 'EUFQ 
FAST:B=0:C=0:FOR  T=l 
IF  H0$(H,T,1)=" [SHFT 
"THEN  SP(T)=0:C=C+1 
:GOTO  3922' IHVU 
B=B-M:IF  KO(H,T,2)=0 
:GOTO  3920' HAZS 

SP(B)=KO(H,T,3)/KO(H,T,2) "CXIQ 
SE(B)=T'BGXI 
NEXT'BAEI 
GOSUB  3780 'BETM 
FOR  T=l  TO  B:SB (T) =SE (T) 
:NEXT'FPNT 
NN=C'BDTI 

FOR  T=l  TO  C:IF  KO(H,SC{T), 
2)=0  THEN  SP(SC(T) ) =0 
:GOTO  3950' IIMY 
SP(SC{T) )=(KO(H,SCCT) , 
3)/3)/(KO(H,SC(T) ,2)/9) ' EQFY 
SE(T)=SC{T) :NEXT'CLEM 
GOSUB  3730'BETP 
COLOR  4,  7: COLOR  0,15 
: COLOR  5,1'DMUP 
FOR  T=l  TO  B:P2=SB(T) 
:GOSUB  3992'FQCR 
IF  KO(H,P2,2)=0  THEN  EB(T)=0 
:ELSE  EB{T)=KO(H,P2,3)/KO(H,P2, 
2) 'HSVC 

BS$(0,T)=T$:NEXT'CLJU 
FOR  T=C  TO  1  STEP-1:P2=SE(T) 
:GOSUB  3992'HRIU 
IF  KO(H,P2,2)=0  THEN  EA(T)=0 
:ELSE  EA(T)=KO(H,P2,6)/{KO(H,P2, 
2)/9) 'IVCE 

BS$  (1,T) =T$:NEXT'CLKV 
GOTO  4200 'BEDO 
FOR  K=2  TO  5:Q$(K)=RIGHT$(" 
[SPACE2] "+STR$(K0(H,P2,K) ) +"  ",5) 
:NEXT' JBVB 

T$=LEFT$(HOS(H,P2,0)+SP$, 
12)+Q$(2)+Q$(3)+QS(5)+Q$(4)+" 
[SPACE2] "'IQZG 
RETURN 'BAQT 

FOR  T=2  TO  6:K0(H,P(H) ,T)=PP(H,T) 
: NEXT ' FYMF 

KO(H,P(H) ,2)=K0(H,P(H) , 
2)+IN-IP(H) :IP(H)=IN'EOIJ 
KO(H,P(H) ,3)=K0(H,P(H) , 
3)+HI (HH)-HP(H) :HP(H)=HI(HH) ' EWJM 
KO(H,P(H) ,6)=K0(H,P{H) , 
6)+RU(HH)-RP(H) :RP(H)=RU(HH) 


EWEN 


Continued  onpg.  136 


64     DECEMBER  1987 


i^f--     V*-5>Kj?'.%:^lK?^^y^ 


The  results  are  tallied!  We  asked  our  best  reviewers  to  choose  their       year  we've  added  Amiga  divisions  in  almost  every  category.  Of  course 
favorite  products  of  the  year  in  the  order  of  their  preference.  The  there  are  many  other  excellent  products  on  the  maritet,  but  these 

result  is  our  third  annual  collector's  ediliorv— The  Best  Of  1987.  This    are  the  ones  that  received  our  reviewer's  top  recommendations. 


aHnMamnnE 


W    -MW 


\m*f''fpJwUnHv'i^^^^fp^^F  ■iSfpi'^i^ 


m:' 


y^Si 


-  i, 


'>  ^K 


HARDWARE 


by  John  Fortunak 

U.  Kernal  20MB  hard  disk 

drive 
Xetec,  Inc. 
64  and  128 
$949.95 

Runs  copy-protected  software 
(with  limitations!.  Supports 
both  64  and  128  modes.  Has 
disk-access  speed  more  than  65 
times  faster  than  the  1541  disk 
drive  in  64  mode  and  over  100 
times  faster  in  128  mode.  In- 
terfaces via  the  expansion  port. 
Contains  its  ovvn  on-board 
DOS.  Expandable  in  20MB  in- 
crements. Additional  daisy 
chain  and  multiplexer  option 
allows  sixteen  64/128  comput- 
ers to  be  connected  to  one  Lt. 
Kernal  system.  Two  copy  utili- 
ties included  with  system. 

Turtxi  Processor 
Swisscomp,  Inc. 
64 

$189.00 

A  4  MHz  speed,  add-on  com- 
puter with  its  own  64K  of 
RAM.  Replaces  operation  of 
the  64,  except  for  the  lOs.  Has 
two  operating  systems  and 
space  for  another.  Especially 
useful  for  faster  processing  of 
home-grovm.  complex  pro- 
grams. Runs  much  commercial 
software  at  four  times  the  nor- 
mal 64  speed.  Plugs  into  car- 
tridge port. 


TCM-1200H 

Hayes-Compatible  Modem 
Trans  Com,  Inc. 
64  and  128 
$179.95 

Powered  directly  from  the  com- 
puter, eliminating  excess  pow- 
er pack.  Requires  no  RS-232 
interface.  Full  Hayes- AT  com- 
patibility, plus  Bell  212  and 
CCITT  V.22  compatibility. 
Auto-select  300-1200  baud  and 
originate/answer  modes.  Fea- 
tures include  eight  LED  status 
lights,  auto-answer  disable 
switch,  speaker  with  level  con- 
trol, two  phone  jacks,  and  tone 
or  puJse  dialing. 

Command  Center 

Ketek 

64,  54C  and  128 

$119.95/$129.95/$149.95 

Workstation  organizer  used  to 
mount  disk  di*ive(s),  support 
monitor  and  provide  consoli- 
dated wiring  system.  Features 
include  built-in  AC  power  strip 
with  surge  protection,  built-in 
drive  cooling  fan,  easily  acces- 
sible on/off  switches  for  modem 
and  disk  drives. 


1764  RAM  Expansion 

Cartidge 
Commodore  Business 

Machines,  Inc. 
64 

$149.95 

Adds  256K  RAM  when 
plugged  into  expansion  port. 
Includes  two  disks:  (1)  a  DOS 
program  disk  enabling  use  of 
the  extra  RAM  as  a  RAM  disk 
and  (2)  a  GEOS  disk,  enabling 
use  with  all  GEOS  applica- 
tions. 

The  Expert  Cartridge 
Swisscomp,  Inc. 
64 

$39.95 

A  multi-fiinction  cartridge  that 
includes  the  following  utilities: 
allows  usere  to  chose  their  own 
operating  systems,  extracts 
sprites,  removes  sprite  colli- 
sions in  games,  extracts  hi-res 
drawings  from  programs,  CMn- 
verts  extracted  hi-res  program 
drawings  to  ifoo/a  painter  files, 
converts  Doodle  or  Print  Shop 
files  to  Koala  files,  automatic 
back-up  to  disk,  a  machine 
code  interrogator,  and  much 
more. 


Super  Graphix  "Gold"  Printer 

Interface 
Xetec,  Inc. 
64  and  128 
$119.95 

This  year's  upgrade  to  the  in- 
dustry standard  that  emulates 
the  Commodore  1525  printer. 
32K  buifer  on  board.  Supports 
fast  serial  from  the  128,  as  well 
as  standard  serial  from  the  64. 
Enables  the  use  of  32  printers, 
with  customizing  printer  driv- 
ers for  most  others.  Eight  fonts 
available.  All  fonts  support  un- 
derlining, italicizing,  boldfac- 
ing, super-  and  subscripts,  and 
nine  type  pitches. 

AIR-1 

Microlog  Corp. 
64 
$199.00 

An  all  mode  communication 
terminal  that  enables  comput- 
er coding  of  transmit  signals, 
and  de-coding  of  received  sig- 
nals from  radio  tranceivers. 
Receives^sends:  radio  teletype 
at  60-132  words  per  minute, 
110/300  baud  ASCII,  Morse 
code  key  up  to  150  words  per 
minute.  Monitors  on-screen 
tuning  for  radio  frequency.  Re- 
ceives to  and  transmits  from 
disk  drive.  Split-screen  dis- 
plays receiva'transmit  commu- 
nications. 


Turtw  Procejsof 


The  Expert  Cartridge 

1764  RAH  Expansion  Cartridge  ''©fet. 


Super  Graphii  "Gold"  Printer  Interface 


TCM-1200H 


66    DECEMBER  1987 


AMIG 


by  Tim  Jones 

TIC  Battery  Backed  Clock! 
Calendar 
Byte  By  Byte 
$59.95 

The  TIC  is  a  fantastic  little 
clock/ calendar  package  that  is 
easy  to  use  and  doesn't  inter- 
fere with  most  programs  on  the 
Amiga.  The  unit  is  a  small 
black  box  that  plugs  into  the 
second  game  port  of  the 
Amiga,  lb  read  it,  Byte  by 
Byte  has  included  a  very  sim- 
ple routine  that  can  be  called 
from  inside  your  Startup- 
Sequence.  TIC  is  fully  buffered 
and  can  be  removed  without 
fear  of  upsetting  your  Amiga 
(or  itself,  for  that  matter). 

J^iga  10001500  680201 
68881  Piggyback  Boards 
Computer  System  Associates 
68020  unit  $595 
68020/68881  unit  $895 

Computer  System  Associ- 
ates has  pr-oduced  a  piggyback 
unit  that  will  give  your  Amiga 
1000  or  500  a  2000%  perfor- 
mance increase  over  one  of  the 
industries  defacto  standards  in 
performance — the  IBM-PC/ 
AT.  If  you're  looking  for  a  cost 
effective  method  of  increasing 
the  computational  power  of 
your  Aniiga  500  or  1000,  this  is 
definitely  the  way  to  go. 


Turtx)  Amiga  Highrise 

Computer  System  Associates 

Amiga  1000  Highrise  Chassis 

$995. 

68020  CPU  Board  $1,195 

68020  CPU  Board  with  14MHz 

68881 

Coprocessor  $1,495 

512KByte  32  bit  SRAIVI  running 

atl4IVIHz$l,295 

SCSI  controller  card  $695 

20  MByte  SCSI  Disk  $995 

2MByte  SRAM  running  at  14 

MHz  $3,995 

CSA  has  also  developed  the 
Ibrbo  Amiga  Highiise  unit — 
an  Amiga  2000-compatible  ex- 
pansion chassis  for  the  Amiga 
1000.  The  unit  can  be  pur- 
chased bare,  or  with  any  of  the 
additional  cards  listed  above. 
Also,  the  bus  is  designed  to 
give  Amiga  1000  ownere  the 
ability  to  use  Amiga  2000 
cards,  including  the  Bridge - 
board  and  AT-compatible 
cards. 

All  of  the  cards  listed  above 
are  also  designed  to  fit  directly 
into  the  Aniiga  2000  chassis. 


Micron  2  Hbjrte  Memory  Eipansion 


Micror)  2  Mbyte  Memory 

Expansion 

Micnjn  Technology,  Inc. 

2  MEG  DRAM  Boards 

Amiga  1000/500  W/Chassis  & 

interface  $550 

Amiga  2000  $495 

Micron  Tfechnology  has  final- 
ly turned  their  attention  to  the 
Amiga  family  and  built  a  veiy 
tough  2  MByte,  autoconfigu]*- 
ing  {under  1.2),  zero  wait 
state  RAM  card.  The  card  is 
designed  in  an  Amiga  2000 
bus  configuration  and  an  ex- 
ternal Chassis  and  interface 
card  are  available  for  use  with 
the  500  and  1000.  Included 
with  the  units  are  full  diagnos- 
tic software  and  a  recoverable 
RAMdisk  driver 

Amiga  500 

Commodore  Business  Machines 

$699.00 

The  Amiga  500  differs  fiiom 
the  1000  in  both  appearance 
and  internal  design.  The  chip 
count  has  been  reduced  quite  a 
bit  which  accounts  for  the  re- 
duced price.  The  unit  is  an  in- 
tegral machine  with  the  con- 
sole and  keyboard  built  into 
the  same  case  (unlike  the  1000 
and  the  2000  where  the  key- 
boards are  separate).  The  unit 
comes  with  512K  of  internal 
RAM  and  has  an  expansion 
slot  built  in  for  the  installation 
of  the  Amiga  501  expansion 
RAM/Clock-calendar  unit. 
This  allows  you  to  install  a  fuH 
MEG  of  RAM  internally 

If  you've  been  waiting  to  get 
on  the  Amiga  train,  the  Amiga 
500  is  a  way  to  step  aboard 
without  breaking  the  bank. 


"'f//r,.. 


Amiga  2000 

Commodore  Business  Machines 

$1,995.00 

The  Amiga  2000  is  the  next 
logical  step  forward  in  the 
Amiga  family  While  the  1000 
allowed  for  expansion,  the 
2000  has  taken  this  ability  and 
included  it  within  the  confines 
of  the  machine  itself.  Now  you 
can  place  your  expansion 
drives,  hard  drives,  memory 
expansion,  network  cards  and 
many  other  options  inside  the 
machine. 

The  Amiga  2000  also  offers 
three  slots  for  use  under  the 
MS-DOS  configuration  allowed 
via  the  installation  of  a  Bridge- 
board  that  adds  IBM-PC/XT 
compatibility  to  the  bag  of 
tricks  already  included  with 
the  machine.  The  Bridgeboard 
acts  as  a  separate  computer  in- 
side of  the  2000  and  actually 
runs  concurrently  with  any 
other  tasks  functioning  on  the 
Amiga  side  of  the  bus. 

If  you  are  looking  for  a  ma- 
chine that  will  offer  the  most 
"Bang  for  the  Buck,"  then  the 
Amiga  2000  is  a  very  good 
choice. 

Amehstar  Network 
Ameristar  Technologies 
2000  Configuration  Ethernet  or 
Arcnet  card  $495.00 

Ameristar  has  developed  a 
set  of  network  cards  that  will 
allow  the  Amiga  2000  to  go  on- 
line with  major  networking 
systems,  like  SUN  or  DEC's 
VAX  mainfirames.  Ameristar 
has  put  together  two  of  the  in- 
dustry's leading  network  proto- 
cols and  come  up  with  a  very 
powerfiil  network  board  for  the 
Amiga  2000.  Businesses  can 
now  buy  an  expensive  system 
to  act  as  server  and  use  Ami- 
gas  as  client  workstations  or 
simply  utilize  Amigas  to  per- 
form the  jobs  once  limited  to 
the  more  expensive  minis  and 
mainframes. 


COMMODORE  M/iGAZiNE    57 


J-flduentupe/Role- 


^ames 


by  Shay  Addams 

Stationfall 

Infocom 

$34.95 

Your  assignment  is  pushing 
pencils  as  an  office  worker,  and 
your  first  job  is  to  picli  up  a 
supply  of  "I'equest  fomi  fornis" 
fi"om  a  neighboring  station. 
When  you  airive,  however, 
there's  not  a  soul  on  board.  Un- 
less you  figure  out  what  hap- 
pened to  the  crew  and  take  ap- 
propriate measures,  the  same 
fate  is  in  store  for  you  —  and 
the  rest  of  humanity. 


Maniac  Mansion 


Lurking  Horror 
Infocom 

$34.95 

Pays  tribute  to  little-known 
master  of  American  horror, 
H.P.  Lovecraft.  You  play  a  stu- 
dent at  G.U.E.  Tbch  trying  to 
complete  yom'  term  paper  due 
the  next  day.  Instead  of  the  file 
containing  your  notes,  you  re- 
trieve a  sinister  message  which 
leads  you  into  the  building's 
spooky  basement,  then  up  to 
the  top  of  the  dome  and  back 
down  into  even  deeper  dun- 
geons. 

Maniac  Mansion 
Lucasfilm  Games/Adivision 
$34.95 

Yom-  goal  is  to  find  and  rescue 
a  teenaged  girl  being  held  by  a 
mad  scientist  in  a  spooky  old 
mansion.  Instead  of  playing 
the  role  of  one  character,  you 
must  switch  back  and  forth  be- 
tween three  of  them. 


Guild  of  Thieves 

Firebird 
$39.95 

A  second  adventure  from  the 
people  who  brought  you  The 
Pawn.  This  adventure  is  also 
set  in  Kerovnia,  however  this 
time  . . .  "You  are  an  aspiring 
member  of  the  infamous  Guild 
Of  Thieves.  As  a  test  assign- 
ment you  have  been  told  to 
ransack  a  castle  and  the  sur- 
rounding area  of  all  valuables." 

Bureaucracy 

Infocom 

$34.95  (128  only) 

Douglas  Adams'  latest  adven- 
ture is  based  on  one  of  real 
life's  frustrating  events:  his 
bank  lost  the  change  of  address 
foi-m  he  filled  out  when  he 
moved,  and  as  a  result,  his 
ci-edit  cai-ds  soon  became  use- 
less. That's  what  happens  to 
you  in  this  game. 


Legacy  of  the  Ancients 


Pirates! 
MicroProse 
$39.95 

You  assume  the  role  of  a  pirate 
whose  goal  is  to  acquire  a  for- 
tune in  booty.  Plenty  of  combat 
as  you  fight  enemy  captains 
ship-to-ship  and  ship-to-shore. 

Destiny  Knight  (Bards  Tale  II) 

Electronic  Arts 

$39.95 

This  sequel  to  The  Bard's  Tale 
embellishes  the  original  game 
system  in  many  ways,  includ- 
ing 79  new  spells  and  ranged 
combat.  Characters  fiom  Ulti- 
ma HI  can  be  used,  and  your 
team  fiiom  The  Bard's  Tale  can 
be  imported  to  Destiny  Knight 

Legacy  of  the  Ancients 
Electronic  Arts 
$29.95 

Legacy  kicks  off  inside  a  Ga- 
lactic Museum  foimded  in  the 
land  of  Tkmalon  by  The  An- 
cients long,  long  ago.  The  goal 
which  you  learn  in  a  telepathic 
message  beamed  in  fi-om  a 
Thief  s  spirit,  is  to  destroy  the 
Wizaixi's  Compendium,  a 
leather  scroll  you  found  on  his 
body.  Otherwise  the  scroll  will 
fall  into  the  wrong  hands  — 
the  gnai-led,  grasping  hands  of 
an  e%il  warlord. 

Ultima  V 
Origin  Systems 
$59,95 

Twice  as  big  as  Ultima  TV  with 
more  intricate  character  inter- 
action and  sharper  graphics. 
The  new  combat  and  magic 
system  is  as  much  ftm  to  play 
on  paper  as  the  computer  so 
Ultima  V  will  also  be  marketed 
as  a  traditional  role-playing 
game  (along  the  line  oWun- 
geons  and  Dragons). 


58    DECEMBER  1987 


AM  I  a 


by  Shay  Addams 

Ultima  III 

Origin  Systems 

$39.95 

This  is  one  of  the  classics.  It 

is  set  in  the  land  of  Sosaria, 
where  your  target  is  Exodus, 
the  vile  spawn  of  Mondain  and 
Minax.  The  magic  system  is 
inventive,  and  plentj'  of 
animated  combat  awaits  the 
adventurer. 

Guild  Of  Thieves 

Firebird 

$39.95 

A  second  adventuj-e  fium  the 
people  who  brought  you  The 
Pawn.  This  adventure  is  also 
set  in  Kero\TOa,  however  this 
time  . . .  "You  are  an  aspiring 
member  of  the  infamous  Guild 
Of  Thieves.  As  a  test  assign- 
ment you  have  been  told  to 
ransack  a  castle  and  the  sui-- 
rounding  area  of  all  valuables." 

Bureaucracy 

Infocom 

$39.95 

You  ai-e  about  to  start  a  new 
job  at  Happitech,  hic.  The  com- 
pany is  sending  you  on  a 
course  for  new  employees  in 
Paris  and  they  mailed  you  a 
$75  check  for  cab  fare  to  the 
airport.  However,  yom-  change 
of  address  form  went  awr>-  and 
your  mail  was  delivered  to 
your  neighbors.  Rounding  it  up 
is  no  easy  task,  for  these  folks 
ai-e  so  paranoid  that  they  make 
Woody  Allen  look  secure. 


Stationfall 

Infocom  Guild  of  Thieves 

$39.95 

Your  assignment  is  pushing 
pencils  as  an  office  worker,  and 
your  first  job  is  to  pick  up  a 
supply  of  "request  form  forms" 
from  a  neighboring  station. 
When  you  arrive,  however, 
there's  not  a  soul  on  board.  Un- 
less you  figure  out  what  hap- 
pened to  the  crew  and  take  ap- 
propriate measures,  the  same 
fate  is  in  store  for  you  —  and 
the  rest  of  humanity. 

Lurking  Horror 

Infocom 

$39.95 

Pays  tribute  to  little-known 
master  of  American  horror, 
H.P.  Lovecraft.  You  play  a  stu- 
dent at  G.U.E.  Tfech  trying  to 
complete  your  term  paper  due 
the  next  day.  Instead  of  the  file 
containing  your  notes,  you  re- 
trieve a  sinister  message  which 
leads  you  into  the  building's 
spooky  basement,  then  up  to 
the  top  of  the  dome  and  back 
down  into  even  deeper  dun- 
geons. 

The  Bard's  Tale 
Electronic  Arts 
$39.95 

Few  role-playing  games  convey 
the  authentic  atmosphere  of 
Dungeons  and  Dragons  as  well 
as  The  Bard's  Talc.  You  are  out 
to  rescue  the  town  of  Skara 
Brae  from  Mangar  the  Dark 
(you  guessed  it,  an  evil  wizard). 
If  you  have  a  tattoo  on  your  left 
shoulder  that  says  "Bom  to 
map,"  then  dive  in. 


Space  Ques( 
Sierra  On-line 
$49.95 

Another  of  Sierra's  3D  graphic 
adventure  games.  This  one  is 
an  outer  space,  science  fiction 
satire.  Playing  this  game,  in 
which  your  character  and  oth- 
ers are  extremely  well  animat- 
ed, is  comparable  to  participat- 
ing in  an  interactive,  animated 
cartoon. 

King's  Quest  III 
Sierra  On-line 
$49.95 

An  adventure  game  with  car- 
toon-like characters  that  you 
move  around  with  joystick  or 
keyboard  commands.  Smart 
parser,  sharp  graphics  with 
many  special  effects,  and  logi- 
cal puzzles.  You  are  Gwydion, 
striving  to  escape  the  clutches 
of  an  evil  wizard  and  claim 
your  heritage. 


Roadwar2000 
Strategic  Simulations,  Inc. 
$39.95 

You  must  find  eight  scientists 
whose  work  will  eliminate  an 
epidemic  sweeping  a  ftituristic 
North  America  devastated  by 
nuclear  bombs,  foreign  invad- 
ers, and  a  host  of  domestic 
troublemakers.  A  single  car  re- 
presents your  gang  as  you 
press  keys  to  move  across  a 
map  of  southern  Canada,  the 
U.S.  and  northern  Mexico. 


COMMODORE  MA3A2INE    69 


^AiPCAIDl 


by  Mark  Cotone 

Into  the  Eagle's  Nest 

Mindscape 

$29.95 

The  Eagle's  Nest  is  a  Nazi  for- 
tress that  contains  a  labjrinth 
of  rooms,  hundreds  of  enemy 
soldiers,  and  thi-ee  alHed  pris- 
oners waiting  to  be  rescued.  In- 
filtrate, liberate  and  escape, 
and  victory  is  yours.  Fail,  and 
you'll  hit  the  reset  button  . . . 
again  and  again.  Arcade  ad- 
venture at  its  habit-forming 
best, 

Starglider 
Firebird  Software 
$39.99 

An  outer  space  shoot-out  with 
all  the  necessary  ingredients: 
sensational  graphics,  stomach 
churning  flight  simulation, 
pulse  quickening  combat  se- 
quences and  an  engaging  no- 
vella to  help  set  the  stage, 
You'll  play  until  your  trigger 
finger  aches  from  the  strain, 

Rush'n  AttacklYie  Ar  Kung-Fu 
Konami 
$29.95 

Konami  brings  t\vo  of  its  more 
popular  arcade  games  to  the 
home  screen.  The  first,  an  ac- 
tion-packed guerilla  run  be- 
hind Soviet  lines,  just  might  be 
the  most  addictive  game  of  the 
year,  The  flip  side  is  a  martial 
arts  kickfest,  A  delightfully 
satisfying  double  feature. 

Ghost'N  Goblins 


Ghost'N  Goblins 

Capcom 

$29.99 

The  princess  has  been  kid- 
napped, and  you,  brave  knight, 
must  don  your  armor  and  van- 
quish every  dragon,  zombie, 
ghost  and  goblin  that  stands 
between  you  and  your  lady. 
The  challenge  is  just  tough 
enough  to  keep  you  shiiggling 
without  leaving  you  fhistrated. 

Marble  Madness 
Electronic  Arts 
$29.95 

The  coin-op  comes  home.  It's 
you  against  gravity  and  the 
clock  as  you  race  your  spheri- 
cal vehicle  across  a  treacherous 
track  packed  with  marble  men- 
acing creatures  of  eveiy  design. 
The  secret  level  will  give  you 
nightmares.  Have  a  ball. 

Bc^'N  Rumble 

Mindscape 

$24.97 

Your  famed  professional  wres- 
tler moves  out  of  the  ring  and 
onto  the  streets  to  escort  Gran- 
ny on  a  dangerous  inner-city 
excursion.  Use  all  the  innova- 
tive tricks  of  your  celebrated 
trade  to  keep  the  sidewalk 
tresks  and  gutter  derelicts  at 
bay.  Fast,  furious  and  funny. 


Comics 
Accolade 

$24.95 

Here's  a  new  look:  a  comic 
book-style  interactive  adven- 
ture that  incorporates  several 
arcade  games  into  its  colorful 
cartoon  storyline.  It's  an  engag- 
ing blend,  requiring  the  think- 
ers to  get  a  little  physical  as 
well. 

Breakthru 
Data  East 
$34.99 

The  renegades  have  stolen  the 
secret  PK430  fighter  plane, 
and  you've  been  commissioned 
to  get  it  back.  With  a  durable 
armored  assault  vehicle  at 
your  disposal,  you  must  tra- 
verse a  deadly  enemy  obstacle 
course  that  takes  you  through 
mountains,  prairies  and  cities. 
A  classic  arcade  workout. 


Spindizzy 

Electric  Dreams/Activision 

$14.95 

Try  this  British  import  once, 
and  you'll  be  hooked  for  life. 
It's  a  series  of  386  three-dimen- 
sional mazes  that  must  be 
traveled  by  a  precise,  joystick- 
controlled,  land  mapping  unit. 
It's  unique,  it's  demanding,  and 
it's  cheap. 

Parallax 

Mindscape 

$29.95 

More  devious  than  Xevious,  its 
look-alike  coin-op  cousin,  be- 
cause this  game  requires  play- 
ers to  do  more  than  simply 
shoot  on  sight.  The  alien  world 
you're  so  eager  to  destroy  must 
first  be  combed  for  clues  to  a 
secret  password.  Stimulating 
sci-fi  action, 


Starelidef 


70    DECEMBER  1987 


A^"G> 


by  Gary  Fields 

Ferrari  Formula  One 
Electronic  Arts 
$49.95 

High  speed  racing  action  on  16 
international  race  courses.  One 
to  eight  drivers  can  compete. 
Detailed  realism  puts  you  in 
the  driver's  seat.  You  can  even 
check  on  the  cars  behind  you 
by  glancing  in  the  Fen-ari's  two 
rearview  mirrors. 

Stargtider 

Rainbird/Firebitd 

$44.95 

High  speed  air  combat  vrith  a 
3D  view.  Attack  both  surface 
and  air  targets  with  lasers  or 
missiles  while  avoiding  their 
counter  fire.  Quick  reflexes 
and  sound  strategy  required  to 
win.  Sound  effects  and  graph- 
ics wonderfully  realistic. 


Marble  Madness 
Electronic  Arts 
$39.95 

Realistic  motion  and  gravity 
effects  make  guiding  a  marble 
through  a  3D  maze  on  six  lev- 
els a  real  challenge.  Play 
against  another  player  or  the 
clock.  Sound  and  graphics  are 
as  good  as  the  50  cent  arcade 
version. 

Fire  Power 
Microlllusions 
$24.95 

Tank  battle  game  with  realistic 
graphics  matched  with  arcade 
speed  and  sound  effects.  In- 
cludes options  for  different 
tanks  and  scenarios.  You  play 
against  the  computer,  another 
player  or  a  friend  (connected 
via  modem)  anywhere 
in  the  world. 


World  Games 
Epyx  Inc. 
$39.95 

lb  compete  you  must  be  good 
in  all  eight  events  including 
log  rolling,  sumo  wrestling, 
bull  riding  and  cliff  diving.  Tb 
win  you  must  be  great  in  more 
than  a  few.  Action,  graphics 
and  sound  effects  are  good. 

Temnpods 

Psygnosis 

$39.95 

Arcade  action  paired  with 

strategy  are  required  to  defeat 

invading  IHpod  forces.  Uses  a 

huge  3D  scrolling  playfield. 


Galactic  Invasion 


Galactic  Invasion 

Microlllusions 

$24.95 

Space  battle  at  arcade  speeds 
across  a  battlefield  as  big  as 
the  universe.  You  can  play 
against  the  computer,  another 
player  or  a  friend  (via  modem 
play  option)  anywhere  in  the 
world. 

Skyfox 

Electronic  Arts 
$39,95 

Superfast  aerial  combat. 
Fljdng  a  plane  equipped  with 
radar-guided  and  heat-seeking 
missiles,  laser  cannons,  and  de- 
flection shields  you  take  on  an 
armada  of  enemy  tanks  and 
planes.  Game  includes  15  sce- 
narios and  five  skill  levels. 

Diablo 

Classic  Images 
$29.95 

The  idea  is  simple  —  move  a 
ball  through  a  maze  —  but  the 
maze  keeps  moving,  lb  succeed 
you'll  need  good  reflexes  com- 
bined with  strategic  planning 
and  quick  thinking.  Addictive. 


COMMODORE  M/GAZINE    71 


fflllllMEKDB 


by  John  Jermaine 

World  Class  Leaderboard 
Access  Software,  Inc. 
$39.95 

Leaderboard  was  an  excellent 
golf  simulation  because  the 
player  selected  the  proper 
clubs,  putting  and  technique 
for  sinking  a  particular  shot 
(as  if  he  were  actually  there  on 
the  fairway  or  green).  World 
Class  Leaderboard  takes 
things  a  step  further  by  provid- 
ing more  traditional  courses 
with  traps,  roughs,  and  a  large 
number  of  trees  per  hole.  If 
things  get  any  more  realistic, 
the  player  will  be  tipping  a  few 
at  the  local  country  club  after 
each  round. 

TenVi  Frame 
Access  Software,  Inc. 
$39.95 

In  the  past,  bowling  programs 
have  had  interesting  graphics 
and  played  like  the  typical  ar- 
cade game,  but  somehow  they 
failed  to  generate  the  true  spir- 
it of  the  sport.  Tenth  Frame,  on 
the  other  hand,  transports  the 
user  to  a  three-dimensional 
bowling  alley,  where  he  faces 
the  same  problems  encoun- 
tered by  real  bowlers.  The  play- 
er must  learn  how  to  control 
the  spin  and  speed  of  the  ball 
as  he  experiments  with  various 
methods  of  picking  up  different 
pin  combinations.  This  is  one 
of  the  better  sports  simulations 
on  the  market. 

Tenth 


Aliens 

Activision 

$34.95 

Aliens  isn't  just  another  arcade 
game  "bug  hunt."  It  dares  you 
to  pilot  a  drop-ship,  take  com- 
mand of  a  squad  of  marines, 
and  eventually  fight  it  out, 
one-on-one,  with  the  queen 
mother  of  an  alien  race.  The 
weapons,  devices,  and  dialogue 
of  the  popular  A  fens  movie 
can  also  be  found  in  the  pro- 
gram. I  was  very  pleased  with 
this  special  simulation  because 
each  game  (there  are  six  of 
them)  is  a  carefully  recon- 
structed scene  from  the  film, 

Pirates! 
MfcroProse 

$39.95 

From  1560  into  the  17O0's,  the 
West  Indies  was  home  for  an 
infamous  breed  of  men  known 
as  pirates  or  buccaneers.  These 
brave  souls  navigated  the 
treacherous  waters  of  the  Ca- 
ribbean, trading  goods  with 
some  communities  and  sup- 
porting the  rule  of  certain  is- 
land governors.  Unfortunately, 
they  were  also  plundering  set- 
tlements in  the  region  and  cap- 
turing ships  which  appeared  to 
be  easy  marks.  If  you'd  like  to 
try  swashbuckling  thrown  in 
for  good  measure,  load  in  this 
historic  reflection  of  the  past. 


Aliens 


PHM  Pegasus 
Electronic  Arts 
$29.95 

You  don't  hear  much  about  Pa- 
trol Hydrofoil  Missile  Craft 
(PHM),  but  they  are  a  powerful 
secret  weapon  against  naval 
terrorism  and  piracy  on  the 
high  seas.  These  fast-moving 
attack  and  surveillance  vessels 
move  smoothly  across  the  wa- 
ter, even  in  heavy  seas.  PHM 
Pegasus  seems  to  be  very  au- 
thentic, and  the  eight  program 
assignments  could  actually 
take  place  in  the  global  hot 
spotsof  the  world, 

California  Games 
Epyx,  Inc. 
$39.95 

This  program  faithfully  re-cre- 
ates six  popular  pastimes 
vi'hich  became  famous  on  or 
near  the  beaches  of  California. 
These  challenges  include:  half 
pipe  skateboarding,  perform- 
ing stunts  with  a  foot  bag,  rid- 
ing a  smf  board,  roller  skating 
on  the  boardwalk,  BMX  bicycle 
racing,  and  throwing  a  flying 
disk  to  a  nearby  companion.  I 
know  these  events  will  prob- 
ably never  reach  Olympic  sta- 
tus, but  they're  accurately  de- 
picted, fast  moving,  and  fim. 
California  Games  also  provides 
a  means  of  trying  several  peril- 
ous activities  without  risking 
injury  to  your  body  or  possibly 
drowning. 


Gunship 

MicroProse 

$34.95 

Knocking  out  a  target  with  a 
jet  fighter  is  one  thing.  De- 
stroying that  same  item,  with 
an  Apache  Gunship  Helicopter, 
is  a  whole  new  ballgame.  Probe 
large  areas  of  enemy  territory, 
at  a  height  of  100  feet,  using 
advanced  weapons  and  mis- 
siles to  wipe  out  unfriendly 
military  forces.  Doing  the  job 
right  earns  you  rank,  medals 
and  the  appreciation  of  your 
country.  Make  several  mis- 
takes and . . . 

Wheel  of  Fortune,  Family  Feud 
and  Jec^rdy! 
ShareData 
$12.99  each 

fblevision  game  shows  are  the 
current  rage  on  the  boob  tube, 
so  bringing  these  three  games 
out  for  64  users  was  a  very  wise 
move.  Each  program  follows 
the  rules  of  its  TV  counterpart. 
The  graphics  of  the  playing 
boards  are  almost  identical  to 
the  designs  used  on  television, 
and  every  question  used  in 
these  programs  actually  ap- 
peared on  the  game  shows.  You 
can  even  participate  in  a  single 
player  match  against  fast- 
thinking  computer  opponents. 
In  short,  these  products  are 
well  done  and  give  you  the  per- 
fect opportunity  to  see  how  well 
you  could  do  on  one  of  the 
shows. 


72    DECEMBER  1987 


AIVIIG. 


by  Gary  Fields 

Flight  Simulator  II 

SubLogic 

$49.95 

The  benchmark  flight  simula- 
tor against  which  all  others  are 
compared  just  got  better. 
Graphics  and  animation  are 
perfect.  A  multi-player  option 
allows  two  players  using  com- 
puters connected  via  modem  to 
fly  with  each  other. 

Silent  Seivice 

MicroProse 

$39.95 

World  War  11  submarine  war- 
fare. You  can  hunt  and  sink  en- 
emy ships  and  convoys  any- 
where in  the  Pacific.  Sound 
strategy  required  to  survive. 
Multiple  options  combined 
with  wonderful  graphics  make 
this  an  impressive  simulation 
game.  (512K  Required) 

S.D.I. 

Cinemaware/Mlndscape 

$49.95 

A  mixture  of  arcade  action  and 
futuristic  story  line  makes  this 
simulation  of  a  future  war  be- 
gun because  of  the  employ- 
ment of  the  Strategic  Defense 
Initiative  more  than  a  war  sim- 
ulation. 3D  graphics  and  real- 
time speed  make  the  job  of  de- 
feating Russian  missiles,  KGB 
agents  and  rocket  fighters  al- 
most too  realistic.  (51 2K  Re- 
quired) 


Kampfgnippe 

Strategic  Simulations,  Inc. 

$59.95 

WWn  simulation  —  Germany 
against  Russia.  The  game  uses 
historical  scenarios  or  you  can 
create  your  own.  Over  45  units, 
infantry,  tanks,  artillery,  etc. 
included.  Variable  difficulty 
levels  included.  (5 12K  Re- 
quired! 

Ogre 

Electronic  Arts 
$39.95 

A  twenty-first  century  battle 
between  hovercrafts,  armored 
tanks,  tactical  nuclear  devices 
and  a  futuristic  super  robot 
tank  —  Ogre.  Strategy  game 
for  one  or  two  players,  (512K 
Required) 


Galileo 

Infinity  Software,  Inc. 

$99.95 

Toms  your  Amiga  into  a  pow- 
erful planetarium.  View  all  the 
planets  and  1600  stars  from 
any  point  on  earth  and  any 
time  in  history.  Witness  soar 
eclipses  and  trace  constella- 
tions. 

Shanghai 
Activision 
$44.95 

An  addictive  strategy  game  de- 
vised fkim  the  ancient  Chinese 
game  of  Mah  Jongg.  Graphics 
are  beautiful.  Only  the  very 
best  will  ever  come  eye-to-eye 
with  the  dragon.  Compete 
against  another  player  or  the 
clock. 


Roadwar  2000 
Strategic  Simulations  Inc. 
$39.95 

As  a  patriotic  road  gang  leader 
you  must  locate  eight  scientists 
to  save  what's  left  of  the  world 
after  civilization's  downfall. 
You  must  battle  mutants,  can- 
nibals and  rival  road  gangs  in 
your  cross-country  race. 

The  ChessMaster  2000 
Electronic  Arts 
$39,95 

This  chess  simulator  includes 
every  feature  a  serious  com- 
petitor could  want.  Boards  can 
be  displayed  using  either  3D  or 
2D  graphics.  Program  talks. 

Ri»dwar  2000 


Balance  of  Power 
Mindscape,  inc. 
$49.95 

Geopolitical  strategy  game. 
The  United  States  is  matched 
against  Russia.  The  idea  is  to 
sway  world  opinion  in  your  fa- 
vor without  starting  World 
War  in.  If  you  lose,  the  world 
loses.  Not  for  novice  players. 
(512K  Required) 


COMMODORE  M/SGA2INE    73 


by  Scott  A.  May 

California  Games 
Epyx,  Inc. 
$39.95 

Six  like  totally  rad  sports  for 
up  to  eight  players.  Half  Pipe 
Skateboarding,  Foot  Bag,  Surf- 
ing, Roller  Skating,  BMX  Rac- 
ing, and  Flying  Disk.  Awesome 
graphics,  animation  and  gnai'- 
ly  competition  make  this  the 
best  in  Epyx's  long  line  of  tom'- 
nament  sports  games.  Tbtally 
tubular,  for  sure. 

Wortd  Class  Leaderboard  Golf 
Access  Software 
$39.95 

The  latest  —  and  greatest  — 
version  of  the  Carver  brothers' 
award- winning  golf  classic.  In- 
cludes accurate  depictions  of 
three  real-life  courses,  plus  a 
fictionalized  killer  called  "The 
Gauntlet."  If  72  holes  aren't 
enough,  build  your  own  with 
the  easy-to-use  Course  Editor. 
Absolutely  the  best  golf  simu- 
lation ever  designed. 

Street  Sports  Baseball 
Epyx,  Inc. 
$39.95 

A  rough-and-tumble  trip  down 
memoiy  lane  for  players  of  all 
ages  and  skill  levels.  Colorful 
graphics  and  smooth  player 
control  make  this  one  easy  to 
play,  yet  hard  to  put  down.  Im- 
provised baseball  for  the  sheer 
fun  of  it. 


The  Official  America's  Cup 
Sailing  Simulation 
Electronic  Arts 
$24.95 

Exciting  simulation  of  ocean 
sailboat  racing.  Player  control 
is  technically  brilliant,  aided 
by  a  top-notch  instruction 
manual,  This  is  a  tough  sport 
to  duplicate  on  a  computer,  yet 
the  designers  pull  it  off  with 
fljnng  colors. 

GU=  Football 

Gamestar/Activision 

$34.95 

At  last,  a  unique  —  and  natu- 
ral —  slant  to  computer  foot- 
ball: true  first-person,  on-field 
perspective  coupled  with  bniis- 
ing  3D  action.  You'll  almost 
feel  black  and  blue  after  play- 
ing this  grueling  contest. 

Championship  Wrestling 
Epyx,  Inc. 
$39.95 

An  authentic,  tongue-in-cheek 
look  at  professional  wrestling. 
This  one  has  all  the  right 
moves,  plus  a  fabulous  multi- 
player  option.  Complex,  yet  re- 
warding for  those  tough 
enough  to  stick  it  out. 


FIST —  The  Legend  Continues 

Mindscape 

$29.95 

A  successful  blend  of  action  ad- 
venture and  the  sport  of  kara- 
te. Avoid  traps  and  solve  puz- 
zles as  you  battle  increasingly- 
skilled  adversaries.  Outstand- 
ing graphics  and  smooth 
animation  make  this  one  a  real 
winner. 

Worid  Games 
Epyx,  Inc. 
$39.95 

Span  the  globe,  competing  in 
sports  native  to  eight  different 
countries.  Includes  Weightlift- 
ing,  BaiTel  Jumping,  Cliff  Div- 
ing, Slalom  Skiing,  Log  Roll- 
ing, Bull  Riding,  Sumo  Wres- 
tling and  the  Caber  Tbss.  Di- 
verse action  and  great  visuals 
add  up  to  a  captivating  experi- 
ence. 


Championship  Baseball 

Gamestar/Activision 

$34.95 

More  than  just  a  rehash  of  an 
old  favorite  —  Star  League 
Baseball  —  this  latest  version 
offers  split-screen  player  per- 
spective, improved  graphics 
and  challenging  tournament 
play.  Solid  long-term  value. 

Indoor  Sports 

Mindscape 

$29,95 

Foui'  games  that  simulate 

rainy  day  fun:  Darts,  Bowling, 

Air  Hockey  and  Ping-Pong. 

Unevenly  designed,  yet  full  of 

surprises.  Worth  the  price  of 

admission  for  Air  Hockey  and 

Ping-Pong  alone. 


Calrtomia  G^mes 


Warid  Class  Leadeiboard 


74    DECEMBER  1987 


AM  I  a 


by  Gary  Fields 

Gridiron!  VI. 2 
Bethesda  Softworks 
$59.95 

Football  as  it  should  be  simu- 
lated. You  control  both  the 
team  and  indi\ndual  players. 
You  can  design  youi-  owti  team 
and  playbook  and  play  against 
the  computer  or  another  play- 
er. NFL  DataDisk  allows  you 
to  compete  against  actual  pro- 
fessional teams.  Multiple  chal- 
lenge levels.  (512K  Required) 

Eari  Weaver  Baseball 
Electronic  Arts 
$49,95 

A  baseball  fan's  dream  game. 
Includes  difficult  levels  from 
sand  lot  to  major  league,  op- 
tions to  play  on  or  manage  a 
team.  Outstanding  split  screen 
displays  put  you  right  behind 
home  plate.  Options  include  in- 
stant replay  and  slow  motion. 
(512K  Required) 


Mean  18 
Accolade,  Inc. 
$44.95 

Realistic  golf  game,  plus  a  golf 
course  construction  program  so 
you  can  create  and  play  your 
own  courses.  One  to  foui- 
golfers  can  compete.  Impres- 
sive graphics  and  replay  op- 
tions. (512K  Requii-ed) 

Winter  Games 
Epyx,  Inc. 
$39.95 

Simulates  the  different  events 
of  the  winter  Olympic  games. 
One  to  eight  players  possible. 
Beautifiil  graphics  and  anima- 
tion. (512K  Required) 

Winter  G^mes 


Hardball! 
Accolade 

$44.95 

Multiple  screens  bring  base- 
ball to  life  and  the  action  is  re- 
alistic. You  manage  the  team 
plus  hit,  pitch  and  field.  You 
can  even  go  into  extra  innings. 
1 512K  Required) 

GBA  Championship  Basketball 
Two-On-Two 
Gamestar/Activision 
$44.95 

TVue  team  play  is  what  makes 
this  basketball  simulation  so 
good.  You  play  with  a  comput- 
er-controlled teammate,  with 
another  human  teammate 
against  the  computer  or 
against  another  player  Op-, 
tions  include  practice,  exhibi- 
tion and  league  play.  Offensive 
and  defensive  plays  are  called 
via  a  joystick.  Action  is  fast 
and  realistic. 


Championship  Golf 
Gam^tar/Activision 
$54,95 

Beautiful  3D  graphics 
matched  with  detail  control 
make  this  an  excellent  golf 
simulation.  You  can  view  every 
object  on  a  fairway  from  a  vari- 
ety of  different  viewing  points. 
Graphics  are  detailed  and  pre- 
cise. Not  for  the  novice  player. 
(512K  Required) 

GFL  Championship  Football 

Gamestar/Activision 

$44.95 

This  football  simulation  puts 
you  on  the  playing  field  with  a 
player's  perspective.  Includes 
dozens  of  offensive  and  defen- 
sive plays.  Screen  display  is  so 
realistic,  you'll  look  for  a  place 
to  hide  when  you  see  the  tack- 
lers  coming.  (512K  Required) 

Grand  Slam 

Infinity  Software 
$59.95 

Tennis  challenge  on  the  great 
courts  of  the  world  — ^Wimble- 
don, French,  U.S,  and  Austra- 
lian Open.  Uses  fast  3D  graph- 
ics and  sound.  You  can  use  top- 
spin,  lobs,  slice  serves  and  ag- 
gressive net  play  to  win. 

GBA  Championship  Basketball  Two  On-Two 

p:-  m  iv 


Eart  Wearer  Baseball 


Ba.tter:  Higgin 

.285      e      : 

Pitchep:  Boyd 

3.78  15  13 

Balls  •     StPi 


COMMODORE  MAGAZINE     75 


^^iKmsk 


omm 


by  Bob  Lindstrom 

Enhanced  Sidplayer 
Compute!  Books 
$24.95 

Craig  Chamberlain's  Sidplayer 
was  one  of  the  most  capable 
and  populai'  composition  pw- 
grams  for  musicians  who  want- 
ed to  create  64  music  files. 
Named  after  the  64's  sound 
chip  —  the  Sound  Interface  De- 
vice (SID)  —  Sidplayer  pro- 
vided the  opportunity  to  dig 
deep  into  this  silicon  wonder 
and  mine  audio  gold.  This  year 
the  release  of  Chamberlain's 
Enhanced  Sidplayer  made  the 
best  even  tetter,  It  includes  im- 
proved 64  features  and  a  brand 
new  128  version  that  fully  sup- 
ports the  advanced  abilities  of 
that  machine.  An  outstanding 
tool  for  the  serious  SEC  musi- 
cian. 

Instant  Music 
Electronic  Arts 
$29.95 

When  they  say  "instant,"  they 
aren't  kidding.  Making  music 
is  as  easy  as  loading  a  back 
beat  and  twiddling  a  joystick  in 
this  64  conversion  of  Bob 
Campbell's  Amiga  original 
Even  64  owners  who  don't 
know  a  grand  staff  from  the 
Grand  Canyon,  can  get  down 
and  jam  along  with  histant 
Musics  built-in  library'  of 
tunes,  bass  lines  and  harmo- 
nies. Since  the  music  is  repre- 
sented as  coloiTxl  blocks,  it  is 
possible  to  "paint"  music  onto 
the  screen  and  then  change  the 
instrumental  sounds  for  maxi- 
mum variety.  And  the  artificial 
intelligence  that  guides  the 
programs  keeps  you  from  hit- 
ting those  clinkers. 


Personal  Musician 
Sonus 
$129.95 

Once  they  taste  SID,  it's  hard 
to  keep  them  away  fix)m  MIDI. 
Musicians  and  hobbyists  who 
got  their  first  taste  of  electronic 
music  from  the  64  are  now 
moving  up  to  the  computer- 
controlled  wonders  of  MIDI, 
the  Musical  Instrument  Digi- 
tal Interface,  This  standai-d  for 
computer  music  allows  you  to 
use  your  64  or  128  to  control  a 
wide  variety  of  computer  key- 
boards, drum  machines  and 
special  effects  generators.  For 
those  who  just  want  to  get  their 
ears  wet  in  this  brave  new 
world  of  musical  amusement, 
Sonus'  Personal  Musician 
package  is  an  introductory  kit 
to  MIDI.  It  includes  a  MIDI 
port  that  attaches  the  64  to  a 
MIDI  keyboard,  the  necessarj' 
cables  and  a  basic  four-track 
sequencer  that  enables  the 
computer  to  "record"  the  notes 
played  on  the  keyboard.  The 
package  does  not  include  the 
MIDI  keyboard. 


Mastertracks  Pro 
Passport  Designs  inc. 
$299.95  (128  only) 
An  improved  version  of  Pass- 
port Design's  popular  Master- 
tracks  turns  the  128  into  a 
IVIIDI  muscleman.  The  expand- 
ed memory  of  the  128  makes  it 
possible  to  have  sequencer, 
song  editor  and  step  editor 
modules  in  the  computer  at 
once  and  still  have  memory  for 
larger  sequences  than  in  64 
Mastertracks.  This  elaborate 
program  is  not  for  the  casual 
MIDI  user  or  for  the  musically 
faint-hearted;  but  it  presents  a 
wealth  of  professional  features 
for  the  expert  MIDI  musician. 

FBOl  Design 

Sonus 

$149.95 

By  omitting  the  keyboard  on 
its  FBOl  sound  module,  Ya- 
maha brought  its  excellent 
synthesizer  sound  into  a  bud- 
get-minded priced  range.  It's 
the  ideal,  affordable  MIDI  mu- 
sic (black)  box  that  is  playable 
not  by  your  fmgers  but  by  your 
computer.  Sonus'  FBOl  Design 
is  a  voice  editor  and  librarian 
that  helps  FBOl  owners  with  a 
64  or  128  program  voices  for 
the  populai'  FBOl  and  save 
them  to  disk  for  later  use. 

Instant  Music 


*    Music 


76    DECEMBER  1987 


AMIG 


by  Bob  Lindstrom 

Aegis  Sonix 
A^is  Development 
$79.95 

Amiga  owners  were  overcome 
by  deja  vu  when  they  saw  Ae- 
gis Sonix.  It  bore  a  striking  re- 
semblance to  the  demo  version 
dMusicmfi  that  was  on  dis- 
play at  almost  eveiy  Amiga 
dealer  Actually,  Sonix  is  a 
greatly  enhanced  and  im- 
proved version  of  Miisicraft. 
The  result  was  a  stylish  and 
easy-to-use  music  program 
that  accessed  the  Amiga's  four- 
voice  digital  sound  as  well  as 
four  channels  of  MIDI  sound. 
And  for  those  who  didn't  want 
to  employ  RAM-hungry  digital 
sound  samples,  Sonix  featured 
a  full  analog  sound  symthesizer 
to  create  custom  voices. 
Though  its  note-editing  abili- 
ties are  slightly  limited,  Sonix 
offers  a  fast  and  flexible  way  to 
compose  Amiga  music  files. 


Deluxe  Music  Construction  Set 
Electronic  Arts 
$99.95 

Will  Harvey's  Music  Construc- 
tion Set  created  the  standard 
for  joystick  and  mouse-con- 
trolled note  editors.  Deluxe 
Music  Construction  Set  on  the 
Amiga,  prDgrammed  and  de- 
signed by  Geoff  Brown  and 
John  MacMillan,  carries  that 
standard  light  years  beyond  its 
hobbyist  beginnings.  Though 
the  program  (written  in  the  C 
computer  language)  is  slightly 
sluggish  during  editing  oper- 
ations, DMCS  remains  the 
highpoint  in  Amiga  note  edi- 
tors. In  addition  to  generating 
music  files,  DMCS  also  excels 
in  printing  music,  either  in 
grand  staffer  score  format. 
And  the  ability  to  import 
SMUS  format  files  gives  it  a 
degree  of  compatibility'  with 
other  Amiga  music  programs. 


SoundScape  Pro  MIDI 
Studio  1.4 
Mimetics  Corp. 
$149.95 

Programmer  Tbdor  Fay  took 
multi-tasking  seriously  when 
he  designed  his  professional 
MIDI  studio  for  the  Amiga.  He 
designed  Soundscape  as  a  mod- 
ular array  of  individual  pro- 
grams that  incorporate  MIDI 
control,  note  editing,  sequenc- 
er, song  editor,  console  key- 
board, clock  and  even  the  abih- 
ty  to  interface  with  and  control 
video  equipment.  Not  only  a 
MIDI  nerve  center,  Pm  MIDI 
Studio  is  gearing  up  to  make 
the  Amiga  serve  as  the  heart  of 
a  complete  audio-video  system. 
A  premature  release  yielded 
some  problems  with  early  ver- 
sions of  the  program.  The  sheer 
complexity  of  the  software  is 
daunting  to  some  users.  None- 
theless, Soundscape  Pro  Midi 
Studio  is  the  most  ambitious 
and  most  expandable  MIDI 
software  yet  created  for  the 
Amiga. 


ii    fOnu   ii 
Uui   Sync  DeUv 
Aegis  Sonii 


Sfffd  [fpthl        l*.e;s 


Instant  Music 
Electronic  Arts 
$49.95 

It's  the  simplest  and  most  pain- 
less way  to  enjoy  Amiga  music 
without  being  musical  your- 
self. Just  move  that  mouse  and 
shake  your  booty.  Bob  Camp- 
bell's Amiga  version  of  Instant 
Music  boasts  digital  sound 
samples  and  lightning  fast  op- 
eration. Though  it  emphasizes 
the  fun  of  music,  some  profes- 
sionals have  fallen  in  love  with 
a  graphic  display  that  repre- 
sents notes  as  blocks  of  color 
They  can  paint  a  few  high 
notes  here,  a  run  of  low  notes 
there  and  then  move  the  music 
over  to  Deluxe  Music  Construc- 
tion Set  for  fine-tuning.  TVo  In- 
stant Music  data  disks  pub- 
lished by  Electronic  Arts  pro- 
vided additional  scores  and 
instruments. 

Aegis  Audiomastsr 
Aegis  Development 
$59.95 

A  chorus  of  howling  dogs  or  a 
ja22  break  played  by  garbage 
can  lids  -the  Amiga's  digital 
sampling  resources  can  turn 
anything  into  a  musical  instru- 
ment, if  you  have  the  right 
tools.  Aegis  Audiomaster 
makes  any  Amiga  digital  sam- 
pler the  right  tool.  Its  built-in 
digitizing  module  supports 
most  Amiga  sound  sampling 
hardware  including  those  from 
Mimetics,  Puturesound  and 
PeifectSound.  The  program 
also  features  a  software  oscillis- 
cope  to  measure  input  levels  as 
samples  are  recorded.  Then, 
Audiomaster  gives  you  the 
power  to  turn  those  sounds  ev- 
ery which  way  but  loose:  Layer 
sample  upon  sample,  play 
them  backwards,  chop  out  a 
piece,  paste  one  in,  hand  draw 
your  own  sample,  create  a 
Sonix  or  IFF-compatible  in- 
strument, or  use  all  your  Fast- 
RAM  to  digitize  a  favorite  song. 
Audiomaster  really  does  the  job. 


COMMODORE  MA3AZINE     77 


^Productivity  Software 


o 


by  Gary  Fields 

Desktop  Publisher 
Timeworks,  Inc. 
$59.95 

TVue  desktop  publishing  on  an 
8-bit  computer.  Includes  Tfext 
Editor  for  headlines  and  cap- 
tions, uses  professional  module 
page  design,  drawing  tool  for 
creating  your  own  graphics, 
plus  you  can  import  both  text 
and  graphics  from  your  favor- 
ite word  processor  or  design 
package. 

geoWite  Workshop 
Berkeley  Softworits 
$49,95 

This  is  a  collection  of  profes- 
sional publishing  tools,  con- 
trolled within  the  GEOS  envi- 
ronment. geoWrite  is  a  full-fea- 
tured word  processor  which 
uses  varied  font  types  and 
sizes,  plus  it  will  accept  graph- 
ics. geoMerge  enables  the  user 
to  auto-insert  names  and  ad- 
dresses into  documents. 

Partner  64 
Timeworks,  Inc. 
$59.95 

Creates  a  complete  office  envi- 
ronment including  a  mini  word 
processor  and  Name/Address 
database,  multi-function  calcu- 
lator and  appointment  calen- 
dar. This  one  turns  your  com- 
puter into  a  fast,  clutter-free 
infonnation  center  Includes 
SwiftLoad. 

Word  Writer  3 
Timewot1«,  Inc. 
$49.95 

This  word  processor  is  as  pro- 
fessional as  they  get  for  the  64. 
Includes  every  command  op- 
tion a  writer  would  want  plus  it 
includes  Timeworks'  wonderful 
Spell  Checker  with  85,000 
words.  A  60,000-word  thesau- 
rus and  outline  processor  are 
also  included.  SwiflLoad 
speeds  the  1541  drive  to  five 
times  its  normal  speed. 


Thinking  Cap 
Broderbund  Software 
$34.95 

Perfect  for  organizing  your 
thoughts.  This  outline  proces- 
sor makes  it  effortless  to  trans- 
fer and  organize  ideas  to  paper 
A  perfect  tool  for  the  student, 
business  manager  or  writer 
with  a  lot  of  good  ideas  but  who 
has  difficulty  organizing  them 
on  paper 

geoPubiish 
Berkeley  Softworks 
$69.95 

Desktop  publishing  for  users  of 
GEOS.  Employs  multi-col- 
umns, graphics,  multiple  fonts 
and  full-page  preview.  Works 
with  both  matrix  and  laser 
printers  as  well  as  expanded 
memory. 

Easy  Working:  Writer,  Planner, 

Filer 

Spinnaker 

Three  disks  —  $9.95  each 

The  key  word  in  the  title  is 
"easy."  These  three  integrated 
programs  combine  amazing 
quality  at  an  even  more  amaz- 
ing price.  Each  uses  drop-down 
menus  and  help  screens.  The 
word  pnKessor  includes  a 
lOO.OOO-word  spelling  checker 
Filer  holds  up  to  50,000  re- 
cords. Planner's  maximum  cell 
count  is  50,000, 

PocketWrllEf 


Video  Title  S/icp 
DataSoft/Electronic  Arts 
$29.95 

Creates  animated  or  still  title 
screens  which  can  be  combined 
with  home  or  business  video 
tapes.  Perfect  for  titling  videos 
or  creating  promotional  tapes. 
Comes  with  a  graphic  editor, 
fade  in/out  options  and  a  vari- 
ety of  font  faces  and  sizes. 

AwardWare 

Hi  Tech  Expressions,  Inc. 

$14.95 

Design  and  print  certificates, 
awards,  licenses,  coupons  or 
announcements.  Simple  menu 
selection  makes  creating  your 
own  or  customizing  a  standard 
document  easy.  You  can  also 
create  a  disk-based  award 
which  you  can  send  to  a  friend 
to  display  on  his  or  her  64 
monitor 


by  Gary  Fields 

GEOS 128 
Berkeley  Softworks 
$69.95 

Brings  a  desktop  publishing 
environment  to  the  80-column 
display  of  the  128.  Includes  all 
the  powerful  programs  of  its 
little  brother  GEOS  64  —  word 
processor,  graphic  editor,  calcu- 
lator, note  pad,  on-screen  clock, 
ete.  Works  best  with  a  RAM 


BfflbsTerm  Pro  128 
Progressive  Peripherals  & 
Software 
$79.95 

This  is  the  most  powerful  yet 
easy-to-use  terminal  program 
on  the  market.  It  is  compatible 
with  every  protocol,  baud  rate 
and  modem  and  will  even  read 
and  write  to  CP/M  disk.  All 
features  are  menu/window  acti-. 
vated.  On-screen  help  is  in- 
cluded. A  60K  buffer  makes 
grabbing  on-line  files  fast  and 
easy,  plus  you  can  edit  text 
files  using  the  program's  pow- 
erful editor. 

Personal  Choice  Collection 
Personal  Chorce/Activision 
Software 
$99.95 

This  integrated  package  in- 
cludes a  word  processor  (Writ- 
er's Choice),  database  (Filer's 
Choice)  and  spreadsheet  (Plan- 
ner's Choice),  and  a  50,000- 
word  speller,  80-column  dis- 
play 

T.H.t.S. 

Micro  Aided  Designs 
$59.95 

($139.95  with  lightpen) 
Powerful  graphic  design  pack- 
age for  those  with  expanded 
RAM.  Uses  four  screens,  pull- 
down menus  and  either  mouse 
or  lightpen  input.  Features  in- 
cluded are  cut,  paste,  copy, 
zoom,  grids,  seven  fonts,  geo- 
metric shapes  and  variable 
line  width. 

The  Accountant  V2.0 
KFS  Software 
$149.95 

New  version  is  a  complete 
business  accounting  system  for 
businesses  with  up  to  100  em- 
ployees, 700  customers  and 
3000  inventory  items.  Modules 
include  a  general  ledger,  pay- 
roll and  accounts  receivable 
and  payable. 


AwanlWarc 


78     DECEMBER  1987 


PocketWriter  n 
Digital  Solutions 
$49.95 

One  of  tiie  most  complete  and 
easy-to-use  80-column  word 
processors  on  the  market.  On- 
screen help  included,  Us^  ei- 
ther SEQ  or  PEG  files. 

Business  Form  Shop 

BetterWorking/Spinnaker 

$39.95 

Design  busines  forms  to  fit 
you  or  your  company's  specific 
need.  Forms  can  be  up  to  100 
pages  long  and  can  vaiy  in 
page  dimension.  Final  tem- 
plate can  be  duplicated  and 
will  run  independently  of  the 
parent  program  so  you  can 
save  different  forms  to  different 
disks. 

WordPro  128  with  FilePro  128 

BetterWorking/Spinnaker 
$39.95 

Integrated  word  processor  and 
database.  WordPm  includes  a 
100,000-word  speller  and  ti'adi- 
tional  foiTOatting  features. 
Uses  double  key  editing  com- 
mands, and  documents  can  be 
previewed  to  screen  before  be- 
ing dumped  to  a  printer.  File- 
Pro  will  hold  4000  records  per 
file,  search  and  sort  capabili- 
ties mth  up  to  20  variables. 

Term  Paper  Writer 
Personal  Choice/Activision 
$49.95 

Helps  the  writer,  student  or 
professional  organize  his 
thoughts.  Includes  a  Notetaker 
program  for  collecting  informa- 
tion, an  Outliner  for  organiz- 
ing the  notes  and  a  fiill-fea- 
tured  word  processor  for  finish- 
ing the  document.  The  pro- 
gram will  insert  footnotes  on 
appropriate  pages  and  compile 
a  bibliogi'aphy  by  di-awing  in- 
formation from  notes  taken. 


by  Gary  Fields 

PageSetter  * 
The  Gold  Disk 
$149.95 

Desktop  publishing.  Includes 
both  gi'aphic  and  te.^rt  editore 
and  a  variety  of  type  for  head- 
lines and  captions.  Text  and 
graphics  can  be  created  with 
the  program  or  imported  from 
other  word  proce^ors  or  design 
packages.  The  screen  displays 
the  page  using  three  degrees  of 
magnification  to  show  on 
screen  how  the  page  mil  print 
out  on  either  a  matrix  or  laser 
printer 

WordPerfect* 
WordPerfect  Corporation 
$395.00 

Pi"ofessional  quality  word  pro- 
cessor. Includes  a  speller  and 
thesaurus  and  supports  foot- 
notes and  macros.  Employs  all 
the  traditional  word  processing 
tools  professional  miters  de- 
mand plus  mail-merge  and 
math  and  text  columns. 

DeluxePaintll* 
Electronic  Arts 
$129.95 

Professional  graphic  design 
program.  Supports  on-screen 
canvas  ai-eas  as  lai'ge  as  8  1/2  x 
11  inches,  stencils,  brushes, 
two  work  screens,  mirror,  text 
and  magnification,  etc.  Uses 
Lo-Res,  Med-Res,  Interlace  and 
Hi-Res  formats  and  all  of  the 
Amiga's  4096  colors. 


B.E.S.T.  Business  Management  * 
Business  Electronics  Software  & 
Technolc^,  Inc. 
$395.00 

The  progi'am's  integrated  mod- 
ules include  hmctions  for  order 
processing,  inventory  and  ser- 
vice management,  accounts 
payable  and  receivable  and  a 
general  ledger.  Supports  sin- 
gle, dual  or  hard  diive  systems. 

Lc^istix* 

Progressive  Peripherals  & 
Software 
$249.95 

Integrated  spreadsheet,  data- 
base and  time  management 
project  package.  Compatible 
with  dBase  and  DIF  files  and 
supports  true  macro  com- 
mands. Comes  with  a  large, 
thorough  manual.  Works  with 
RAM  expansion. 

Draw  Plus* 
Aegis  Development 
$249.95 

Professional  Computer  Aided 
Design  (CAD)  software.  Perfect 
for  architecture,  landscaping, 
drafting  or  any  product  design 
requiring  precision  drawing. 
Tbols  include  all  the  tradition- 
al, plus  ellipses,  polygons,  ro- 
tate, drag,  distort,  resize,  etc. 


PageSetter 


Diga!* 

Aegis  Development 

$79.95 

Versatile  terminal  program 
with  all  standard  protocols, 
multiple  screen  options,  menu 
driven.  Works  with  memory 
expansion  and  hai'd  disks. 
Built-in  buffer  for  easy  down- 
loading and  saving. 

DetuxeVideo  VI.  2* 
Electronic  Arts 
$129.95 

Create  your  own  videos.  You 
can  design  your  own  animated 
videos,  including  graphics,  ani- 
mation, sound  and  music,  or 
import  them  finom  other  stan- 
dard IFF  files.  Display  is  fiill 
screen,  works  with  RAM  ex- 
pansion and  GenLock  if  in- 
stalled. 

ProWrite' 

New  Horizons  Software 
$124.95 

Quality  word  processor  with 
color  graphic  abilities.  Includes 
headers,  footers,  profesional 
editing  commands,  multiple 
screen  display  and  fonts,  plus 
color.  Menu  driven.  Allows 
multiple  documents  to  be  open 
at  the  same  time.  Tbxt  and 
graphics  can  be  mixed. 

CUmate 

Progressive  Peripherals  & 

Software 

$39.95 

Disk  utilit>'  aid.  As  easy  to  use 

as  the  Workbench,  but  lets  you 

examine,  copy,  move,  delete, 

rename,  display  or  print  any 

file  on  a  disk.  Will  display  files 

using  either  ASCn  or  HEX 

code.  All  options  mouse  driven. 


Oduie  Video 


pmwnte  *512K  Required 


COMMODORE  MAGAZINE    79 


4 


'Educadon 
Software 


by  Jack  Emberly 

Bank  Sireef  School  Filer 

Sunburst 

$99.00 

For  grades  4-12,  Bank  Street 
School  Filer  is  designed  to  help 
teachers  integrate  databases 
into  classroom  curriculum. 
Great  for  home  use  too. 

Astronomy  Databases 

Sunburst 

$59.00 

Important  dates,  people,  events 

in  the  history  of  astronomy. 

Great  home  or  school  resource. 

United  States  Datedase 

Sunburst 

$59.00 

Geography,  political,  historical 
information  for  each  of  the 
United  States. 


Bank  Street  School  Filer 


North  America  Database 

Sunburst 

$59.00 

Explores  people,  climate,  cul- 
ture, economy,  government. 
Excellent  informational  re- 
source. 

Endangered  Species  Database 

Sunburst 
$59.00 

Explores  information  on  the 
world's  most  endangered  ver- 
tebrates and  invertebrates, 
conditions  of  life,  location  and 
problems  faced  by  each.  Home 
or  school. 

Building  Perspective 

Sunburst 

$65,00 

Problem-solving  program  that 
challenges  grade  foui-  through 
adult  to  pi-edict  the  composi- 
tion of  a  3  X  3  or  5  X  5  array 
of  building  seen  from  various 
angles.  Tbugh,  but  superb 
thinking  skills  development, 
andfim! 


-TRltUE  FORM       .  .... 
VJZ  FORM  yuil 


aiiRyiosauf- 
orrtithjschia 


;':i5imaSiifi  herbivore 
er   Cret 

isBUfiS^l^iB  Alberta^    Hon 

*i,5Sf   Jow.'anfl   swaMps 


lliich  one  m, 


Castle  Clobber 

Mindscape 

$59.00 

Castk  Clobber  is  a  recent  rela- 
tive of  the  older  Tink  Tbnk  se- 
ries. Tbnk  negotiates  the  pas- 
sages of  a  scary  castle  to  find 
and  retrieve  a  stolen  toy  chest. 
More  than  good  fun.  Making 
logical  predictions  and  deci- 
sions make  it  excellent  prob- 
lem solving  at  the  grade  one 
through  five  level. 

Simon  Says 

Sunburst 

$65.00 

Students  practice  sequencing 
by  remembering  a  series  of  let- 
ters, numbers  or  colors,  Play- 
ers are  challenged  with  longer 
sequences  as  they  become 
more  proficient.  (For  K-Adult.) 


Teddy  and  Iggy 

Sunburst 

$65.00 

Students  (grades  K-2)  help 
Tfeddy  and  Iggy  perform  tasks 
to  reinforce  a  basic  memory 
skill  called  chaining — remem- 
bering items  in  a  sequence. 

MathemaUcs  Activities 
Courseware 
Houghton  Mifflin 
$150  per  grade  level 
Grades  one  through  eight.  This 
supplementary  classroom  ma- 
terial teaches  thinking  while 
reinforcing  all  major  math 
skills  taught  in  grades  one 
through  eight.  Copies  of  this 
would  be  valuable  to  any  home 
with  kids. 


BACK 


1 


t  do  »ou  r»H»nbtr,   Hark? 


■•  •Prows  to  SOlttt,  th«n  prcsl  RETURN. 


Simon  Says 


Oto  irpowf  to  i»l*ct  thtn  pr»»r  RETURM. 


Teddy  and  Iggy 


80    DECEMBER  1987 


COMPANIES 


Access  Software 

2561  South  1560  West 
Woods  Cross,  UT  84087 
(801)  298-9077 

Accolade,  Inc. 
20813  Stevens  Creek  Blvd. 
Cupertino.  CA  95104 
[4081 446-5757 

ActivJsion 

2350  Bayshore  Parkway 

Mountain  View,  CA  94043 

14151960-0410 

Aegis  Development 

2210  Wilstiire  #277 
Santa  Monica,  CA  904 03 
1213)392-9972 

Anteilstar  Technologies 

P.O.  Bon  415 
Hauppauge.  NY  11788 

AvalonHIII 

Microcomputer  Games 
4517  Harfofd  Road 
Baltimare.MD  21214 
(301)254-5300 

Berkeley  Softworks 

2150  Shattuch  Avenue 
Berkeley,  CA  94704 
(415)644-0883 

B.E.S.T. 

P.O.  Box  230519 
Tigard,  OR  97224 
(503)  684-6655 

Bethesda  Softworks 
9208  Burning  Tree  Road 
Bettiesda.MD  20817 
(301)  469-7051 

Brodertund  Software 
17  Paul  Drive 
San  Rafael,  CA  94903 
(4151492-3200 


Byte  by  Byte 

AflKretum  Plaza  II. 

Suite  150 
9442Capital  of  Texas  Hwy,  N 
Austin,  TX  78759 
(512)343-4357 

CapcomU.S,A,,  Inc. 

1283-C  Mountain  View 

Alviso  Road 
Sunnyvale,  CA  94089 
(408)745-7081 

Classic  Images 

3100  West  Ctiapel  Avenue 

Ctiern  Hill.  NJ  08002 

(609)667-2526 

Commodore  Business 
Mactiines,  Inc. 
1200  Wilson  Drive 
WestCtiester.  PA  19380 
(215)431-9100 

Compute!  Publications 
324  W.  Wendover  Avenue 
Suite  200 

Greensljoro,  NC  27408 
(800) 346-6767 

Computer  System 
Associates 

7564  Trade  Street 
San  Diego.  CA  92121 
(619)566-3911 

Data  East 

470  Needles  Drive 
San  Jose,  CA  95112 
(408) 285-7074 

Digital  Solutions 

30  Vterthemi  Court.  Unit  2 

Richmond  Hill,  Ontario 

L4B1B9,  Canada 
(416)7318775 


Electronic  Arts 
1820  Gateway  Drive 
San  Mateo.  CA  94404 
(415)571-7171 

Epyi,  Inc. 

600  Galveston  Drive 

Seflwood  City.  CA  94063 

(415)365-0606 

Firebird  Software 

71  North  Franklin  Turnpike 

Waldwick,  m  07463 

(201)444-5700 

Gold  Disk 

2171  Dunwin  Drive.  #13 
Mississauga,  Ontario 
L5L  1X2,  Canada 
(416)828-0913 

Hi  Tecti  Expressions.  Inc. 

1700  N.W,  65th  Avenue 

Suite  9 

Plantation.  FL  33313 

(305)854-2318 

Houglitan  Mifflin 
One  Beacon  Street 
Boston.  MA  02108 
(637)725-5321 

Infinity  Software 
1144  65lh  Street.  Suite  C 
Emeryville.  CA  94608 
(415)420-1551 

Infocom 

125  Cambricige  Park  Drive 
Cambridge.  MA 02140 
(617)492-6000 

Ketek 

P.O.  Box  203 
Oakdale.lA  52319 
(319)338-7123 


KFS  Software 

P.O,  Box  107 

Largo,  FL  33649-0107 

(813)  584-2355 

Konami 

815MittelDrive 
Wood  Dale,  IL  60191 
(3121595-1443 

Micro  Aided  Designs 

1311  South  Highland  Ave, 

#206 
Fullerton,CA  92632 

Microlllusions 

P,0,  Box  3475 

1 74  08  Chatsworth  Street 

Canada  Hills,  CA  91344 

(8181360-3715 

Microlog 

20270  Goldenrod  Lane 
Germanlown,  MD  20874 
(3011428-3227 

Micron  Technology,  Inc, 
Systems  Group 
2805  East  Columbia 
Boise.  ID  83706 
(800)642-756! 

MicroPros* 

180  Lakeffont  Drive 

Hunt  Valley,  MD  21030 

(301)771-1151 

Mimetics  Corp, 
P,0.  Box  1550 
Cupertino,  CA  95014 
(408)741-0117 

Mindscape,  Inc. 
3444  Dundee  Road 
Northbrook.  IL  60062 
(312)480-7667 


New  Horizons  Software 

P.O,  Box  43167 
Austin,  TX7S745 
(512)329-6215 

Origin  Systems 
136  Harvey  Road 
Building  B 

Londondeiry,  NH  03053 
(603)  644-3350 

Passport  Designs 

625  Miramontes  Street 
Half  Moon  Bay.  CA  94019 
(415)726-0280 

Progressive  Peripfierals 
&  Software 

464  Kalamath  Street 
Denver,  CO  80204 
(303)825-4144 

Psygnosis  Limited 

Computer  Software  Service 
2150  Executive  Drive 
Addison,  IL  50101 
(800)422-4912 

SItareData 

7400  West  Detroit  Street 

Suite  C170 

Chardle/,AZ  85226 

(602)961-7519 

Sierra  On-line 

SieiraOn-Llne  Building 
P.O,  Box  485 
Coarsegold.CA  93614 
(209)683-6858 

Sonus 

21430  Slrathern 

Suite  H 

Canoga  Park,  CA  91304 

(818)702-0992 


Spinnaker 

Ore  Kendall  Square 

Cambridge,  MA  02 139 

15171494-1200 

Strategic  Simulations,  Inc, 
1046  North  Reneslorff  Ave 
Mountain  View,  CA  94043 
(415)964-1353 

SubLogic 

713  Edgebrook  Drive 

Champagne,  IL  61820 

(2171359-8482 

Sunburst 

39  Washington  Avenue 
PleasantvilTe.  NY  10570 
[914)769-5030 

Swisscomp,  Inc. 

53l2-56itT  Commerce  Park 
Tampa.  FL  33610 
18131628-0906 

Timeworks,  Inc. 
444  Lake  Cook  Road 
Deerfield.  IL60015 
13121948-9200 

Trans  Com,  Inc. 
703-13  Annoreno  Drive 
Addison.  IL  60101 
(3121543-9055 

WordPerfect  Corp. 
288  West  Center  Street 
Orem.UT  84057 
(801)225-5000 

Xetec,  Inc. 

2804  Arnold  Road 
Salina.KS  67401 
(913)827-0685 


SFteeGamesJ 

Buy  a  Commodore  64" and  get 
over  $100  of  outrageous 
Epyx"  software- 
absolutely  free! 


Details  at  participating  Commodore  64  "dealers. 
Games  require  disk  drive  and  joystick,  not  included. 


You  Can  Do  More 
With  a  Commodore  64 " 

©  1987  Commodore  Electronics  Lid.  Program  titles  are  trademarks  of  Epyx,  Inc. 


Jumpman  Jr.™ 
Pitstop  M " 
Super  Cycle ' 
Summer  Games'" 
Winter  Games'" 


ft:  connnnodore 


COMMODORE  M/CAZINE    81 


ACT  NOW  AND  SAVE  44% 

ON  YOUR  SUBSCRIPTION  TO  COMMODORE  MAGAZINE 


LEARN  -  DISCOVER  -  EXPLORE 

All  your  computer  has  to  offer  with  Commodore  Magazine 


Y/t;70  I'd  like  to  take  advantage  of 

Jl  J^kJ^        this  Special  Offer  and  receive 
Commodore  Magazine  for  44%  off  the 
newsstand  price. 


Namc_ 


Address. 
Citv 


Stale. 


-Zip_ 


METHOD  OF  PAYMENT 

n  Enclosed  is  my  check  or  money  order  for  S19.9^ 

(Miike  payable  lo  COMMODORl!  MACiAZlNI:,  INC.) 
n   Bill  mc 
n   Cliiirj;c  my  VISA  or  MasterCard  c;ard  luimber 


Expiration  Date. 
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All  prirts  In  IIS.  Curri-iiL)  Caniiliaii  urdcrs  add  JUI.OO  in  each  subsiTlptlon  la 


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COMMODORE  64  and  AMIGA 


Commodore  Magazine  is  sponsoring  our  third  Graphics  Contest.  This  year  we  have  added  an 
Amiga  category  for  aspiring  Amiga  artists  out  there,  in  addition  to  the  Commodore  64  category. 
Winners  will  receive  a  cash  prize  and  the  winning  graphics  screens  will  be  published  in  the 
June,  1988  issue  of  Commodore  Magazine. 


Commodore  64  Category  Prizes 

Grand  Award:  $500  and  Publication  in  Commodore  Magazine 
Five  Runners  Up:  $100  and  Publication  in  Commodore  Magazine 
Honorable  Mention:  Publication  in  Commodore  Magazine 

Amiga  Category  Prizes 

Grand  Award;  $500  and  Publication  in  Commodore  Magazine 
Five  Runners  Up:  $100  and  Publication  in  Commodore  Magazine 
Honorable  Mention:  Publication  in  Commodore  Magazine 

GRAPHICS  CONTEST  RULES 

1.  This  conlesi  is  strictly  lor  amateur  artists.  Anyone  who  derives  more  than  1 0%  of  Iheir  annual  Income  Irom  Ihe  sale  of  original 
artwork  is  ineligible. 

2.  Employees  of  Commodore  Magazine,  Inc.,  Commodore  Business  Machines.  Inc.,  Commodore  Electronics  Ltd.,  Commodore 
International  Lid,.  Iheir  advertising  and  promotional  agencies  and  their  immediate  families  are  not  eligible  to  enter  this  contest. 

3.  Each  entry  must  be  wholly  the  product  of  the  developer  m  whose  name  Ihe  entry  has  been  submitted.  Copyhghted  images  are 
not  eligible.  This  includes  record  album  covers,  movie  figures,  famous  paintings  and  cartoon  characters.  Outside  assistance  is 
expressly  prohibited  and  will  provide  cause  for  disqualification. 

4.  A  maximum  of  two  screens  per  person  is  allowed.  You  may  submit  either  two  screens  lor  one  computer  or  one  screen  for  each 
computer.  If  a  contestant  submits  more  Ihan  two  screens  lor  consideration,  all  of  that  person's  entries  will  be  invalidated. 

5.  All  entries  must  be  submitted  on  disk,  1541  format  for  the  Commodore  64  and  3.5-inch  formal  for  the  Amiga,  with  the  following 
martted  clearly  on  the  disk's  label: 

a.  Contestant's  name,  address  and  phone  number 

b.  Picture  title(sl 

c.  Graphics  package  or  programming  aid  used  to 
create  the  graphics 

d.  The  words  'GRAPHICS  CONTEST" 

A  photo  of  Ihe  screen  display  or  a  printed  copy  of  the  screen  does  not  constitute  an  acceptable  entry. 

6.  Mail  entries  before  January  31 ,  1988  to  Commodore  Magazine.  1200  Wilson  Drive,  West  Chester.  PA  19380,  ATTN: 
GRAPHICS  CONTEST. 

GENERAL  CONDITIONS 

>  Graphic  screens  are  judged  on  originality,  creativity  and  best  use  of  the  computer's  unique  graphics  features. 

>  Entries  will  be  judged  by  the  staff  of  Commodore  Magazine. 

>  Make  sure  your  mailer  will  protect  your  disk  from  damage.  Affix  sufficient  lirst-class  postage.  Mail  your  disk  and  the  official  entry 
Blank  to  the  address  shown  above  in  time  to  reach  us  by  the  January  31 .  1988  deadline. 

>  Entries  become  the  property  of  Commodore  Magazine,  which  resen/es  the  right  to  adapt,  use  or  publish  all  entries  received.  No 
disks  will  be  returned,  so  be  sure  to  make  a  copy  of  your  entry  before  you  submit  it  to  Ihe  contest. 

>  Non-winning  entries  will  not  be  acknowledged.  Winners  will  be  notified  by  February  28,  1988,  Taxes  on  cash  prizes  are  the 
winners'  responsibilities. 


PLEASE  PRINT 


NAME  

ADDRESS 

CITY 

AGE 


.PHONE 


. STATE . 


.ZIP. 


.SIGNATURE 


PARENTS  SIGNATURE  (IF  CONTESTANT  IS  UNDER  18) 
PICTURE  TITLE  #1  


. COMPUTER  - 


GRAPHICS  PACKAGE  OR  PROGRAMMING  AID  USED 
PICTURE  TITLE  #2 


.COMPUTER. 


GRAPHICS  PACKAGE  OR  PROGRAMMING  AID  USED 


DEADLINE  FOR  ENTRY:  JANUARY  31,  1988.  MAXIMUM  2  SCREENS  PER  CONTESTANT. 


LHtle 
Names 

Behind 
the  Big 
Names 


by  Gary  V.  Fields 


Here's  a  quick  quiz.  Who  wrote  these 
four  successful  books:  The  Hobbit, 
The  Once  and  Future  King,  The  Thorn 
Birds  and  The  Road?  Chances  are  you 
knew  most,  but  for  those  who  didn't,  the 
authors  in  order  are:  J.R.R.  Tblkien,  T.H. 
White,  Colleen  McCullough  and  John 
Ehle. 

Now  let's  take  the  same  quiz  with  soft- 
ware. Who  wrote  these  fom-  successful  pro- 
grams: BobsTerm  Pro  128,  The  Bard's 
Tale,  Gridiron!  and  Championship  Golf? 
If  you  answei«d  Bob  Lentini,  Michael 
Cranford,  Edward  Fletcher  and  co-au- 
thors Jerry  Shurman  and  Hemy  Perkins 
your  awaiieness  is  exceptional.  I  would  be 
surprised  if  more  than  a  few  scored  lOO'/r 
on  the  second  quiz.  Instead  of  the  pro- 
gram's author,  it  is  usually  the  soflwai-e 
publisher's  name  we  associate  with  a  title. 

Contrary  to  what  software  pu*ates  want 
you  to  believe,  software  does  not  just  ap- 
pear; it  isn't  birthed  through  spontaneous 
generation  nor  created  by  super  comput- 
ers. Each  title  is  developed  slowly,  loving- 
ly and  laboriously  by  sleepy-eyed  pro- 
grammers. Many  wilHngly  risk  yeare  of 
their  lives  and  even  their  futm^es  on  pm- 
ject  ideas  they  believe  strongly  in. 

Like  most  successful  authors  through 
the  ages,  the  efforts  of  a  would-be  profes- 
sional programmer  are  not  always  as 
quickly  acknowledged  as  he/she  would 
prefer.  As  a  result,  most  must  endure 
some  lean,  hungry,  even  penny-pinching 
times  waiting  for  theii-  chance  to  be  pub- 
lished. Thankfldly,  for  each  of  the  guys  I 
talked  with,  those  lean  yeai"s  appear 
to  be  behind  them,  lb  a  man  they 
began  on  their  individual  road  to 
professional  programming  just  Hke 
the  rest  of  us  computer  owners  — 
they  had  an  unquenchable  enthusi- 
asm for  computers  and  recognized  the 
possibilities  they  possess.  Each  began 
his  career  with  a  different  background,  at 
a  different  age  and  ultimately  achieved  a 
different  position  in  the  industry.  But  they 
are  all  doing  exactly  what  they  want  to  do, 
all  are  successful  and  each  has  been  fman- 
dally  rewarded  for  his  contiibutions. 

The  best  way  to  learn  their  story  is  fmm 
their  own  words.  If  you  have  any  ambi- 
tions to  program  professionally,  heed  well 
their  words,  and  perhaps  you  can  avoid 
some  of  the  pitfalls  they  had  to  endure.  If 
you  are  a  user  of  software  rather  than  a 
doer,  you'll  probably  come  away  with  an 
elevated  appi-eciation  for  the  effoits  and 
hours  put  into  the  programs  you  enjoy. 

Brian  Fargo  is  a  24-yeai--old  program- 
mer turned  business  owner.  He  is  presi- 
dent of  Inteiplay  Productions,  a  Cahfor- 


nia-based  software  company  which  em- 
ploys a  staff  of  equally  young  computer 
specialists  like  Jeny  Shurman,  Hemy 
Perkins  and  Michael  Cranford.  In  a  four- 
year  period  they  have  developed  nearly  60 
software  titles  which  are  distributed  by 
large  publishing  companies  like  Activi- 
sion  and  Electronic  Aits.  Fai-go  giiew  up 
with  a  computer  His  company  is  best 
known  for  gi-aphic  adventures  and  sports 
simulations. 

Edward  Fletcher,  though  three  years 
older  than  Fargo,  has  been  programming 
professionally  for  only  two  year's.  He  is  the 
co-founder  of  Bethesda  Soflworks  in 
Maryland  and  the  author  of  Gric^tron/,  the 
yet-to-be-topped  football  simulation  for 
the  Amiga.  Fletcher  became  involved  in 
computers  while  in  college.  His  interests 
are  in  the  entertainment  and  simulation 
fields  of  programming. 

At  age  37,  Bob  Lentini  would  be  consid- 
ered the  dean  of  the  group.  His  intiwiuc- 
tion  to  computers  was  quite  different  than 
most.  He  gave  up  a  good  pajnng  job  travel- 
ing the  country,  rubbing  elbows  with  the 
top  performing  singers  of  the  time  to  ex- 
plore computers.  In  a  very  real  way,  he 
was  di-awn  to  computer  programming 
both  out  of  curiosity  and  for  relief  from 
boi"edom.  Before  his  fii-st  successful  effort, 
Bobs  Term  Pro,  he  paid  the  bitter,  hungry 
dues  of  an  artist  seeking  to  be  discovered. 
Lentini  still  lives  in  Las  Vegas,  but  com- 
mutes to  the  east  coast  regulai'ly  to  write 
for  a  company  which  has  not  only  given 
him  the  freedom  he  needs  to  be  creative, 
but  also  the  financial  rewards  a  true  artist 
deserves.  He  has  concentrated  on  develop- 
ing productivity  software. 

Each  progi*ammer  insists  he  doesn't 
view  programming  as  a  job,  but  instead  a 
labor  of  love.  All  admit  they  wrestled  with 
times  of  frustration  when  coding  obstacles 
slowed  them  and  each  has  resented  the  ir- 
ritations of  having  to  contend  with  the  de- 
mands of  the  business  side  of  marketing 
and  selling  their  products.  But  each  was 
dravm  to  the  profession  not  in  quest  of  fi- 
nancial rewaj-ds,  but  simply  because  he 
loved  computers  and  the  pleasures  of 
working  with  them.  Here  are  then-  stories: 

How  and  why  did  i/ou  get  involved  wUh 
mniputeis? 

Brian  Fargo:  "I  was  still  in  high  school 
when  my  father  brought  home  the  first 
computer  And  as  you  can  guess,  I  fell  in 
love.  I  became  a  computer  junkie.  I'd  wake 
up  in  the  morning  and  sit  at  the  thing  un- 
til after  midnight.  All  I  know  about  them 
is  self-taught.  I  bought  every  book  I  could 
find  about  computers  and  simply  put 


84     DECEMBER  1987 


iH 


"1  like  to  see  a  project 
through  from  beginning  to 
end. .  .that's  a  full  year  of 
16-hour  days  just  eating, 
breathing,  living  and 
sleeping  that  project." 


hours  and  hours  of  hands-on  experience 
into  it.  That's  how  I  learned  nvy  craft.  I'm 
24,  and  working  on  computers  is  all  Fve 
ever  done.  I  worked  in  a  ComputerLand 
store  helping  repair  computers.  While  do- 
ing that  I  started  a  software  company 
called  Sabre  Software  where  I  did  every- 
thing —programmed,  manufactured, 
drew  the  artwork  and  distributed  the  soft- 
ware. So  computers  have  been  my  life." 
Edwiird  Fletcher:  'Tve  been  interested  in 
electronics  since  the  early  '70's  so  I  decid- 
ed to  go  to  engineering  school  to  become 
an  electrical  engineer  While  in  school,  I 
took  a  FOEfTRAN  course  which  was  re- 
quired of  all  engineers.  I  loved  it.  Later,  I 
moved  in  with  a  ixwmmate  who  had  one  of 
the  early  self-built  personal  computers 
and  I  taught  myself  BASIC.  I  started  writ- 
ing simple  games  using  that  computer.  In 
1980,  my  sister  and  I  split  the  expense  of 
buying  a  computer  so  I  had  one  close  by 
on  which  I  could  practice  BASIC.  I  contin- 
ued writing  simple  adventure  games. 
"These  early  experiences  began  my 
dream  to  create  a  game  of  marketable 
quality.  While  still  in  school  I  worked  with 
a  company  which  designed  digital  equip- 
ment, and  I  continued  with  them  after  I 
graduated.  But  I've  only  been  program- 
ming professionally  about  two  years.  Un- 
til then  I  had  primarily  been  writing  de- 


bugging utilities  for  the  digital  hardware  I 
was  developing  —  nothing  very  serious." 
Bob  Lentini:  "I  was  an  audio  engineer  be- 
fore I  got  interested  in  computers.  I 
worked  with  some  of  the  major  stars  like 
Paul  Anka,  Tbny  Orlando,  Diana  Ross 
and  people  like  that.  That  kind  of  job  re- 
quires that  you  spend  many  days  in  ho- 
tels, buses,  etc.  That  was  fine  when  I  was 
20,  but  I'm  37  now,  and  I  know  there  is 
more  to  life  than  sitting  in  a  motel  room.  I 
became  veiy  disillusioned  with  my  posi- 
tion in  the  audio  industry.  I  began  looking 
for  something  else  to  occupy  my  time.  The 
Sincliar  ZX81  hit  the  market,  the  little 
computer  ftxim  England.  The  si2e  and 
price  was  right  so  I  picked  one  up  just  to 
occupy  my  time.  The  needle  was  in.  In  two 
weeks  of  playing  with  that  little  computer 
I  was  hooked. 

"I  expanded  it  to  64K  and  carried  that 
computer  around  in  a  briefcase  and 
learned  and  learned  and  learned.  After 
two  weeks  of  programming  with  BASIC,  I 
realized  that  BASIC  wasn't  the  answer. 
On  that  computer  it  was  notoriously  slow 
mainly  because  of  the  way  it  handled  the 
\ideo.  That  forced  me  into  Z80  machine 
lai^age.  Within  months  I  was  doing 
some  pretty  decent  Z80  routines  with  that 
machine.  So  I  was  totally  self-taught.  I 
just  bought  some  books,  got  into  the  thing 
and  went  at  it.  I  was  forced  by  that  com- 
puter to  learn  machine  language. 

"I  continued  on  the  i-oad  for  another 
year,  practicing  on  my  computer  in  be- 
tween working  my  audio  job.  You  have  to 
understand  that  I  was  making  a  vety  good 
li\ing  as  an  audio  engineer.  I  was  one  of 
the  top  paid  engineers  out  there.  When  I 
came  to  the  decision  to  quit  that  job  to  be- 
come a  full-time  programmer  it  was  veiy 
difficult.  But  I  had  a  love  for  computer 
programming  and  I  saw  a  lot  more  poten- 


tial in  that  than  going  from  hotel  to  hotel 
and  pushing  buttons  for  the  stars." 

Tell  us  how  you  became  a  professional 
programmer  and  what  you  are  doing  now. 
Brian  Fargo:  "I  really  don't  program  any- 
more. I'm  really  sort  of  a  director  here  at 
hiterplay.  We  have  a  graphic  artist  here,  a 
guy  who  is  an  expert  with  sound,  we  have 
a  programmer  who  is  the  main  guy.  We 
have  a  designer  who  adds  the  real  meat  to 
our  products.  The  programmer  provides 
the  skeleton  of  the  product,  so  to  speak, 
and  the  designer  fills  it  out  We  have  writ- 
ers because  we  need  weU-vmtten  text  for 
our  games.  I  sort  of  collaborate  all  of  these 
individual  talents  into  the  final  product. 
Interplay  is  my  company  so  I  get  to  do  the 
more  mundane  things  required  to  run  a 
company,  but  80%  of  my  time  is  spent  cre- 
ating software.  My  background  in  soft- 
ware makes  my  job  a  lot  easier.  The  com- 
pany has  been  around  for  nearly  four 
years  and  everyone  here  is  under  30." 
Edward  Fletcher:  "A  friend,  Chris 
Weaver  and  I  formed  a  company  called 
Bethesda  Softworks.  The  plan  was  to  de- 
sign a  game  for  the  Amiga.  We  concen- 
trated on  keeping  the  overhead  as  low  as 
possible.  I  did  some  consulting  and  con- 
tracting work  for  some  engineering  com- 
panies in  the  area  to  keep  us  alive  and 
money  flowing  into  the  company.  When  I 
could  find  time,  I  was  working  on  Grid- 
iron! as  much  as  possible.  I  did  the  major- 
ity of  the  game  in  an  intense  six-month 
period.  Although  programming  is  my  pri- 
mary job,  I  do  spend  paii  of  my  time  work- 

"I  can't  punch  in  at  nine  in 
the  morning  and  quit  at  five 
and  be  creative  just  during 
those  hours." 

ing  on  hardware.  And  I  like  that.  Being 
able  to  switch  between  the  two  keeps  me 
from  getting  into  a  rut.  So  far  our  only 
program  for  the  Amiga  is  Gridiron!  which 
is  selling  pretty  well.  We  are  now  porting 
it  over  to  other  systems.  About  80  to  90 
percent  of  the  program  is  written  in  Lat- 
tice C  and  the  real  critical  timing  stuff 
was  done  in  assembly  language." 
Bob  Lentini:  'Tm  a  programmer.  I  live  in 
Las  Vegas  and  work  for  a  company  on  the 
east  coast.  I'm  using  company-supplied 
equipment  that  is  incredible  —  hard  disk, 
etc.  Tm  no  longer  programming  on  the 
Commodore  line  of  computers  although  it 

Continued  on  pg.  U8 


86    DECEMBER  1987 


Micron's  Amiga  Series: 

Highest  quality 

memory  boards  from 

America's  Memory  Supplier 


Affordable 

Memory  Expansion 

from  a  Company 

You  can  Trust 


^M       Full  30-day  Money  Back  Guarantee       ji| 

y!?Tl        For  Orders  and  Information,  contact  your  local       j||j| 
''^  Commodore/Amiga  computer  store  or  phone  toll-free: 

1'800-642'7661 


■  Memory  Card  is  Interchangeable 
on  Amiga  2000/1000*7500* 

■  2  Megabytes 

■  Quick  Memory  Diagnostics  on 
Power-up 

■  0  Wait-States 

■  Discrete  DRAM  Controller 

■  Hardware  Refresh 

■  Diagnostics  Included 

■  Recoverable  RAM  Disk 

■  Auto  Configuring  (Amiga  DOS  1.2) 

'Expansion  Chassis  and  Passthiough  Provided 
Amiga  is  a  trademark  of  Commodore  Electronics  Ltd. 


MICRON 

I  TECHNOLOGY,  INC. 

America's  Memory  Supplier 

Systems  Group 
2805  E.  Columbia  •  Boise,  10  83706  •  (208)  386-3800 


AMIGA  UPDATE" 


^  <£  ^..l  ^ 


by  Graham  Kinsey 


Amiga  Public 

Domain 

Update 


This  month  the  number  of  new  Amiga 
Public  Domain  programs  are  much 
fewer  than  last  month,  but  there  are  still 
some  good  ones.  Not  including  the  new 
graphics  demos,  the  best  program  this 
month  is  Journal,  which  allows  you  to  re- 
cord and  play  back  almost  any  Amiga  ses-  ; 
sion. 

Before  we  get  to  reviewing  this  month's 
programs,  I  would  like  to  inform  all 
Amiga  users  who  have  obtained  Fish 
disks  80  and  88  that  Fred  Fish  has  re- 
called these  disks.  Fred  has  found  that 
these  two  disks  accidentally  included  co- 
pyrighted commercial  programs  that 
should  not  have  appeared  on  any  public 
domain  disk.  Fred  asks  all  Amiga  users 
who  have  these  disks  to  destroy  their  data 
contents  by  re-formatting  these  disks. 
Fred  has  stated  that  all  public  domain 
programs  that  appeared  on  these  two 
disks  will  reappear  again  on  new  Fish 
disks. 

I  have  reviewed  three  PD  programs 
from  Fish  Disk  88,  noting  that  these  pro- 
grams were  formerly  on  Fish  Disk  88, 
since  that  disk  should  no  longer  exist  in 
any  Amiga  user's  public  domain  library. 
Each  program  reviewed  lists  the  author, 
whether  that  PD  program  is  available  on 
the  Fish  or  AMICUS  series  and  the  num- 
ber of  each  series.  When  a  public  domain 
program  has  been  classified  as  shareware, 
this  is  also  mentioned,  with  the  suggested 
amount. 

Keylock:  by  Andry  Rachmat  (Fish  81) 

If  you  have  children,  pets,  or  other  peo- 
ple who  like  to  bang  on  your  keyboard 
while  you're  away,  here's  a  little  program 
that  will  prevent  aa^ss  to  your  Amiga  by 
unauthorized  users.  Keylock  will  lock  the 
keyboard  and  the  mouse  until  you  tjTK  in 
a  password.  Unfortunately,  the  only  way 
to  change  the  default  password,  "pass- 
word", is  to  edit  the  program  itself  with  a 
binary  file  editor. 

Scat:  by  Stephen  Pietrowicz  (Fish  81 ) 

Another  graphics  display  hack,  Scat  is 
a  variant  of  Leo  Schwab's  Ing  progi-am. 
Scat  effectively  ^ves  your  pointer  bad 
breath: 


a  mam>  Ht  Mttetv  nOMr. 

(«ESSy)  Gee...  Oats  sfHt.EMj!  „       , ,  ..     , 

(SPKUD  eMj,  i  send  postswift  to  »  »»x,  tlien,  »ttiOTiet->iwletaft  mi  Iken  to 

?  P»iM  IV  asking  ktit  Alt  is  it? 

{«m  I)  9  laj^m  rt  tktn  Irrit  uwn  4iur  rise  phkk  tint  jn  hu. 
wm  Did  MHMM  iskMia  dnni*  m  franrps?  to  m  I  joxtjposiw  lines  iff* 

dm  W3t)  Birectopits,  jes,  tat  tlit  winwy  tilt  s»stm  is  "fUt'.., 
WEGGy)  ly*  treantiM...  km  a  gM«  one! 


Rocket:  by  Peter  da  Silva  (Fish  82) 

If  you  ever  get  bored  while  using  your 
Amiga  (if  such  a  thing  could  happen), 
here's  a  little  game  that  will  fit  nicely  on 
the  Workbench  or  CLI  sci-een.  The  object 
here  is  to  land  a  tiny  spaceship  on  top  of 
one  title  bar,  but  under  another  closely 
placed  title  bar.  The  cursor  keys  are  used 
for  propulsion  control.  You  can  move  the 
location  of  the  title  bars,  to  make  the 
game  as  e£isy  or  as  hard  as  you  want. 

I  Adventure:  by  David  Piatt,  Ken  Wellsch, 
and  Dave  Haynie  iFish  82 1 

Here  is  the  text  adventure  game  that 
started  it  all.  Adventure.  This  is  an  ex- 
panded version  of  the  original.  This  Ad- 

i  venture  will  speak  as  well  as  print  infor- 
mation. This  program  has  the  odd  feature 
that  it  will  run  on  a  256K  Amiga  (does 

■  anybody  still  have  such  a  beast?). 

Viacom:  by  Leo  Schwab  (Fish  82) 

Here's  another  display  hack  by  the  mas- 
ter himself,  Leo  "Bols  Ewhac"  Schwab. 
This  hack  is  a  political  statement  about 
Viacom,  a  cable  TV  sei*vice  in  the  San 
Francisco  area. 

Hide:  by  Francois  Rouaix  (Fish  85) 

If  you  have  extended  memory  and  want 
to  run  nasty  programs  that  don't  differen- 
tiate between  FAST  and  CHIP  memory. 
Hide  will  force  all  programs  to  allocate 
CHIP  memorj'  only. 

Imagetools:  by  Stephen  Vermeulen 
(Fish  85;  Shareware:  $201 

Here  are  a  set  of  tools  (supplied  as  sev- 
eral separate  programs)  for  manipulation 

'  of  IFF  pictures  and  icons.  Among  these 
tools  are  programs  that  perform  histo- 
grams, converting  icons  to  IFF  brushes, 
re-colorizing  an  IFF  picture  with  a  new 

I  palette  (for  a  second  pictui«),  shrinking  a 


picture,  and  comparing  to  different  color 

palettes. 

LowMem:  bv  Perry  Kivolowitz  and 
ASDG  Inc.  (Fish  85) 

LowMem  is  a  low  memor}'  ser\'er.  If 
LowMem  finds  out  that  a  program  is  un- 
able to  obtain  required  memory  (an  Alloc- 
Mem  call  fails),  LowMem  will  send  a  mes- 
sage to  all  programs  that  are  currently 
running  to  give  up  any  memory  that  they 
really  don't  need.  Programs  that  are  writ- 
ten protierly  will  then  give  up  any  non-es- 
sential allocated  memory  to  the  system 
memory  pool. 

AutoPoint:  by  Jude  Katsch  (Fish  86) 

AutoPoint  is  a  nice  utility  program  that 
serves  two  purposes.  The  first  is  that  Au- 
toPoint, like  SunMouse,  alters  the  mouse 
pointer  so  that  whatever  window  the 
pointer  is  currently  within  is  the  active 
window.  But  unlike  SunMouse,  AutoPoint 
will  also  automatically  bring  that  window 
to  the  front  of  the  screen  as  soon  as  you 
move  the  pointer  on  top  of  it,  AutoPoint's 
other  pui"pose  is  to  act  as  a  screen-saver. 
Unlike  most  screen-saver  programs,  Au- 
toPoint's blank  screen  isn't  totally  blank, 
for  the  Amiga  checkmark  symbol  will  ap- 
pear and  move  around  the  screen. 

ClickToFront:  by  Bryce  Nesbitt  (Pish  86) 
This  program  adds  one  new  function  to 
the  Amiga  mouse.  If  you  double-click  on 
any  window,  that  window  is  brought  to  the 
fix)nt  of  the  screen. 

MemWatch:  by  John  Tbebes  (Fish  87) 

If  you  are  a  programmer,  MemWatch 
can  help  you  in  debugging.  If  MemWatch 
detects  that  a  program  that  is  running  is 
attempting  to  write  to  the  lowest  100 
bytes  of  memory  in  the  Amiga  system 
memoiy  map,  it  will  inform  you  of  this 
fact.  You  then  have  the  option  of  allowing 

Contin  la'd  on  ;ig.  90 


88     DECEMBER  1987 


TEVEX  Computer  Software  1-800-554-1162  ^ 


SSI 

UST 
PRICE 

^^ 

B.24 

$35 

S24 

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$35 

S24 

Battalion  Commander 

£40 

S23 

Battle  of  Aniietam 

$50 

S34 

Battlecruiser 

$60 

S41 

Batllegroup 

$60 

S41 

Broadsides 

$40 

S23 

Carrier  Force 

$50 

S41 

50  Mission  Crush 

$15 

S12 

Gemstone  Healer 

$30 

S21 

Gettysburg 
ImperiumiSalactum 

$60 
$40 

S41 
S28 

Kampfgruppe 
Knights  of  the  Desert 
Mech  Brigade 
Norway  198S 

$60 

S41 

$40 

$28 

$60 

S41 

$35 

S24 

Operation  Market  Garden 
Phantasie  1  or  II,  or  III 

$50 

S34 

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President  Elect  88 

$25 

S18 

Queslron 

$40 

S28 

Realms  of  Darkness 

$40 

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Rebel  Charge 
Rings  of  Ziftin 

$50 

S34 

$40 

S28 

Roadwar  2000 

$40 

$23 

Shard  of  Spring 

$40 

$23 

Shiioh                       NEW 

$40 

S28 

Six  Gun  Shootout 

$15 

$12 

U.S.A.A.F. 

$60 

S41 

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$30 

$21 

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Wizard  s  Crown  1  or  II 

$60 

S41 

$40 

S28 

EPYX 


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Street  Sports  Baseball  $40  S28 

Sub  Battle  NEW     $40  S28 

Summer  Games  II  $40  S28 

Super  Cycle  $20  S15 

Winter  Games  $40  S28 

World  Games  $40  $28 

EPYX  JOYSTICK  $20  S15 


ISSG 


LIST      OUR 
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1 


Baltlefront  $40  $28 

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Reach  for  the  Stars  $45  $31 

Russia  $40  $28 

Run  5  Magazine  #7  $4  each 

Run  5  Magazine  #1-6  $5  each  issue 


I  MfCROPROSE 


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k^ 


Conflict  in  Vietnam 

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F-1S 

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i35  524 


ACCOLADE 


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NEW 


130  $21 

40  528 

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30  $21 

30  S21 

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i 


ORIGIN  SYS. 


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Auto  Duel 
Moebius 
Ogre 
Ufllma  I 
Ultima  III 
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$50  534 

$60  541 


k 


ACTIVISION 


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OUR 
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Aliens  $35  $24 

Champ  Baseball  $30  521 

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Maniac  Mansion        NEW  $35  524 

Portal  $40  528 

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I 


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GAMES 


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ELEC.  ARTS 


UST 
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Adventure  Constr.  Set  $15  $12 

Age  of  Adventure  $15  $12 

Amnesia  $40  $28 

Archonlorll  $15  $12 

Arcticfox  $33  $23 

Bard's  Tale  I  or  II  $40  $28 

Chessmaster  2000  $40  $28 

Chuck  Yeager's  AFT  NEW  $35  $24 

Earth  Orbit  Station  $30  521 

Legacy  Ancients        NEW  $30  521 

Lords  of  Conquest  $15  $12 

Marble  Madness  $30  521 

Pegasus  $30  $21 

Robot  Rascals  $40  528 

Scrabble  $33  $23 

Seven  Cities  of  Gold  $15  $12 

World  Tour  Golf        $35  $24 


I  INFOCOM 


usr 

PRICE 


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1 


Bureaucracy  $35  $24 

Hitchhiker's  Guide/Galaxy       $25  518 

Hollywood  Hijinx  $35  $24 

Lurking  Horror  $35  524 

Moonmist  $35  524 

Nord  &  Bert  NEW      $35  524 

Plundered  Hearts  NEW        $35  524 

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Invislclues  $8  56 


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Dark  Horn  $35  $24 

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Defender  -  Crown  $35  524 

Elite  $33  523 

Flight  Simulator  II  $50  534 

Guderian  $30  521 

Guild  of  Thieves  $40  528 

Micro  League  Baseball  $40  523 

NBA  NEW  $40  528 

Pawn  $45  531 

Star  Fleet  I  $40  528 

Star  Glider  $40  523 

Tenth  Frame  $40  528 

Triple  Pack  $20  $15 

22f-B  Baker  Street  $30  $21 

Up  Periscope  $30  521 

Where  U.S.Carmen  San  Diego?  $35  S24 

World  Class  Leader  Board  $40  523 

Wrath  of  Denethenor  $20  515 


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404-934-5059 


^ 


Amiga  Update/Amiga  Public  Domain  Update 

Continued  from  pg.  8S 

this  to  happen  or  allowing  MemWatch  to 
prevent  the  write  from  potentially  trash- 
ing low  memory. 

MovePointer  and  MoveW'indow; 

by"CEWY"(Fish87i 

Here  are  t\vo  little  utilities  that  allow 
CLI  useiB  to  simuiate  mouse  movements 
from  the  keyboard.  MovePointer  lets  you 
move  the  mouse  pointer  to  any  area  of  the 
screen.  MoveWindow  allows  you  to  drag 
and  resize  any  Intuition  window. 

PalTest:  by  Chiisof  BonnkiiTh  (Fish  87) 
Fyou  want  to  make  sure  that  the  pro- 
gram you  ai"e  miting  will  work  coiTectly 
on  Amigas  outside  the  U.S.  using  PAL 
displays  (as  opposed  to  NTSC),  here  is  a 
program  that  can  tell  youi'  progi^am  which 
television  standai'd  the  user  is  running 
imder.  Pallfest  will  also  tell  yom-  progi-am 
if  the  user  has  a  Genlock  hooked  up  to 
their  Amiga. 

WarpText:  by  Bill  Kelly  (Fish  87) 

For  programmei-s  who  want  to  speed  up 
text  display  in  their  programs,  here  is  a 
routine  that  can  be  added  into  you  pro- 
gram. The  author  claims  that  Wai-pTfext 
can  display  text  at  13,500  characters  per 
second. 

DirMaster:  by  Greg  Peters 
(foi-merly  on  Fish  88;  Sharewai-e:  $25) 

DirMaster  is  a  disk  cataloging  program. 
DirMaster  will  display  disks,  directories, 
individual  files,  or  all  thi-ee.  Many  of  the 
sorting  and  other  options  in  this  program 
are  ghosted,  forcing  you  to  send  in  the 
shareware  check. 

FuncKey:  by  Anson  Mah 
(formerly  on  Fish  88;  Shareware:  $5) 

Here  is  a  simple  yet  versatile  macro  edi- 
tor. Unlike  most  programs  that  employ 
macros,  which  only  allow  for  a  nonna!  set 


The  Amiga  Conference 

The  ability  to  talk  to  many  people  from 
all  over  the  country  and  beyond,  simulta- 
neously via  on-line  conferencing  is  a  popu- 
lar pastime  and  a  common  occurrence  on 
on-line  sendees.  But  when  you're  using  an 
Amiga  for  teleconferencing,  it  seems  a 
shame  to  waste  the  gi'aphics  power  of  the 
Amiga,  when  it  could  be  used  to  enhance 
a  teleconference.  Fortunately,  the  Amiga's 
impressive  graphics  need  no  longer  lie 
dormant  while  you're  chatting  with  other 
people.  PeopleLink's  Amiga  Zone  is  now 
running  The  Amiga  Conference  (AGO  for 
short),  which  was  written  by  one  of  the 


and  a  shifted  set,  FuncKey  also  allows  you 
to  have  sets  that  ai*e  activated  by  the  ALT 
key,  and  sets  for  each  of  the  two  Amiga 
keys.  All  macros  can  be  saved  as  a  file, 
with  or  without  an  icon  associated  with 
the  macro  file.  FuncKey  can  be  moved  to 
the  backg]x)und  and  called  up  at  any  time. 

ScreenShift:  by  Anson  Mah 
(foiTnerly  on  Fish  88) 

This  program  is  almost  identical  to 
ScnSize,  which  allows  you  to  instantly  re- 
position the  Amiga  display  on  yom-  moni- 
tor. The  big  difference  is  that  ScreenShift 
displays  a  window  and  gadget  just  Uke  the 
window  and  gadget  in  the  Preferences  pro- 
gi-am  that  ai-e  supplied  for  screen  i-e-posi- 
tioning. 

Journal:  by  David  Cen'one 

Journal  is  a  unique  and  potentially 
very  important  program.  Journal  allows 
you  to  recoi"d  any  Amiga  session  and  then 
play  it  back  later.  Not  only  will  Journal 
record  all  nonnal  keyboai-d  character  in- 
put, but  it  also  records  when  a  special  key 
is  pressed,  like  SHIFT,  ALT.  ESC,  or  ei- 
ther of  the  Amiga  keys.  Jouma!  will  also 
recoi-d  all  mouse  input,  both  mouse  move- 
ment and  button  presses.  Recoi-ded  ses- 
sion files  can  become  quite  large,  so  be 
cai^fiil  about  where  the  Journal  file  is  be- 
ing saved  to.  At  the  moment.  Journal  mil 
not  record  input  fixim  the  second  game 
port,  nor  from  the  serial  or  pai'allel  ports. 
Journal  could  have  a  wide  range  of  uses 
for  demos,  tutorial  sessions,  and  progi-am 
bug  reporting,  for  example. 

El  Gato:  by  Ke\in  Sullivan 

Here  is  a  stunning  animation  demo.  El 
Gato  was  done  by  the  common  gi'aphics 
technique  of  page  flipping.  But  what  isn't 
common  at  all  is  that  E!  Gato  is  made  up 
of  over  70  different  IFF  pictures.  These 
pictm-es,  when  uncompressed,  took  up 
over  800K  of  data.  By  storing  the  entire 

j 

i  Zone's  assistant  conference  chairman, 

I  Steve  Pietix)wi(3  (ID:  CBM*STEVE). 

j      When  you  first  boot  up  AGO  you  will 
see  the  screen  for  the  Communicator 
vei-sion  1.34,  the  gi-eat  public  domain  ter- 
minal program  by  Dan  (DJ)  James.  (I  re- 
viewed version  1.32  in  the  July  install- 
ment of  my  Amiga  Public  Domain  column 
here  in  Commodore  Magazine,  hnprove- 
ments  in  vereion  1.34  of  the  Communica- 
tor include  an  improved  file  iiequester, 
plus  the  option  to  pull  down  the  Commu- 
nicator screen.)  The  Communicator  is 
used  as  the  base  program  for  ACQ.  There- 
fore you  don't  need  another  terminal  pro- 
gram when  you're  not  in  conference  while 


demo  in  the  new  IFF  foi-m  ANIM,  El  Gato 
was  compressed  down  to  about  half  its 
original  size.  The  result  of  all  this  is  a 
view  of  a  cat  walking,  while  contained  in  a 
frame  that  is  constantly  rotating.  The  ro- 
tation gives  a  great  3D  effect.  Although  El 
Gato's  colors  aren't  ver\'  impressive,  the 
net  animation  result  certainly  is  among 
the  best  of  any  Amiga  demo  I  have  ever 
seen  (easily  surpassing  Juggler  on  anima- 
tion). If  you  see  the  file  on  a  BBS  or  on- 
line service,  beware  that  the  ai-chived  file 
takes  up  a  huge  330K  of  data. 

Probe: 

Here  is  a  long  graphics  demo  of  The  Di- 
rector, an  animation  package  for  the 
Amiga.  This  demo  is  based  on  a  TV  show 
about  searching  for  extra-terrestrial  life. 
Although  this  demo  doesn't  boggle  your 
eyes  like  the  Juggler  and  El  Gato,  it  runs 
for  over  sbc  minutes.  The  net  presentation 
is  very  nice  and  is  worth  seeing.  If  you 
thought  El  Gato  was  lai'ge.  Probe's  data 
files  are  broken  up  into  three  parts,  and 
the  total  size  is  over  550K.  Since  Probe 
takes  up  almost  a  fiill  disk,  the  files  were 
first  combined  with  the  program  Tracker, 
which  reads  data  as  entire  tracks.  You 
must  have  Tracker  in  oi"der  to  be  able  to 
put  together  the  Probe  demo. 

Next  month  expect  more  of  the  best  in 
new  Amiga  public  domain  programs.  Of 
com-se,  there  will  also  be  many  other  new 
programs  that  are  fresh  off  the  Amiga  bul- 
letin boards  and  on-line  services  in  next 
month's  column.  As  always,  I  can  be 
reached  in  the  Amiga  Zone  on  PeopleLink 
(ID:  G  KINSEY),  or  on  the  IDCMP  BBS 
(617-769-8444, 8pm-8am).  If  you  have 
written  a  public  domain/shareware  user- 
supported  program  or  have  obtained  one 
that  you  think  is  worth  mentioning  to  all 
Amiga  ownere,  then  please  attempt  to 
contact  me.  See  you  next  month.  g 

running  AGO.  Select  the  AGO  menu  op- 
tion from  the  Communicator's  menu.  Tlie 
AGO  screen  will  then  appear  with  two 
rows  of  empty  chairs  on  the  top  and  bot- 
tom and  a  big  gap  in  the  middle.  The  gap 
in  the  middle  of  the  AGO  screen  is  used 
for  text  display,  so  that  you  can  still  see 
what  people  are  saying.  There  is  also  a 
two-line  section  just  below  the  area  for 
text  that  allows  you  to  see  what  you  are 
typing,  before  it  is  sent. 

When  you  enter  an  ongoing  conference, 
the  chairs  will  be  filled  up  with  the  atten- 
dees' "faces."  When  you  look  at  the  ACQ 
menu  set,  you'll  see  face  commands.  If  you 
Continued  on  pg.  92 


90     DECEMBER  1987 


^    TfceCHIE 


ADVANTAGE 


HARD  DISK  DRIVES 

FOR  COMMODORE  (2-SA  &  C-1  SS  Computers 
FEATURES: 

NOW  IEEE-488  COMPATIBLE  TOO! 

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•  Operates  at  2mhz  on  a  C-B4 

•  Fast  Transparent  Operation. 

•  Built  in  1571  Floppy  Drive. 

•  Supports  all  2.Q  to  ~7.0  DOS  Commands 

•  Runs  CP/M  w/  multi  Device  recognition  A-B...D-1  1 

•  Dual  Serial  Ports 

•  Device  Selectable  Q-1  1  or  S-30  Software.. 

•  No  special  Interface  required. 

•  Utilities  Disk  Included 

•  Built  in  I.C.T  Turbo  Loader  for  C-B4  Operation. 

•  Complete  operating  mianual.. 

•  1  Year  Full  Warranty. 

•  Support  BBS  on  iine-24hrs  daily  3G1  -37'1  -4020. 


MINI  CHIEF 


20  Meg 
MODEL  MC-20 


.oo 


20  MB  housed  in  a 
Commodore  1  571   Enciosune 
\A/ith  Floppy  Drive  with  Fan 
Cooling  &  ExCernal  Po\A/er  Supply 


DATA  CHIEF- 

2aMeg+   Q898.00 

MODEL  HFD-20 

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— — ^  , — ^  % 
/  A  N 
.MaiterCardI 


Amiga  Update/Amiga  Public  Domain  Update 

Continued  from  pg.  90 

select  one,  a  face  will  also  show  up  for  you, 
with  your  PeopleLink  ID  underneath! 
AGO  has  five  built-in  faces.  Each  one  has 
a  different  expression,  so  you  can  change 
your  expression  to  fit  your  mood.  There 
are  also  different  sets  of  built-in  faces  for 
each  gender 

AGO  also  allows  you  to  design  custom 
faces  with  any  Amiga  paint  program  or 
FaceEd,  the  supplied  painting  program 
expressly  made  for  designing  custom  faces 
for  AGO.  AGO  faces  can  have  up  to  16  col- 
ore and  are  shown  in  the  Amiga's  medium 
resolution,  640X200  pixels.  The  display 
capabilities  in  the  ACO's  graphics  mode 
allow  you  to  design  some  pretty  impres- 
sive faces,  even  though  the  faces  them- 
selves are  small  (50X25  pixels). 

When  you  are  done  designing  your  cus- 
tom faces,  you  then  upload  them  to  the 
Amiga  Zone  on  PeopleLink.  When  youi- 
faces  are  added  to  the  latest  installment  of 
the  AGO  face  libraiy,  you  will  be  able  to 
use  them  the  next  time  you  use  AGO. 
Many  of  these  ai"e  rather  creative.  There 
are  faces  depicting  cartoon  characters,  de- 
mons, wizards,  clowns,  aliens,  flags,  and 
even  sayings  and  abstract  paintings!  I 
have  even  seen  a  couple  of  users  perfoim 
simple  animation  with  their  custom  faces, 
by  designing  two  or  more  faces  as  fi-ames, 
and  flipping  through  each  frame. 

There  is  more  to  AGO  than  just  faces. 
One  cute  feature  is  the  Boing  option.  If 
you  select  this  menu  option,  you  will  send 
a  little  red  and  white  you-know-what  to 
everyone  else  in  the  confei'ence.  If  you 
don't  want  to  be  distracted  by  these  ob- 


jects, use  the  Disable  Boing  option,  which 
will  prevent  Boing  commands  being  sent 
by  others  from  distracting  you.  There  is 
also  a  Gleai"  Face  command,  which  v\il! 
wipe  out  all  AGO  faces  cun-ently  filling 
the  chains.  There  are  also  a  couple  of  use- 
ful PeopleLink  commands  that  are  avail- 
able as  options,  including  a  command  to 
show  the  current  time  and  to  show  you 
which  people  are  currently  in  conference. 
There  is  also  a  handy  option  from  within 
the  Communicator  portion  of  AGO.  If  you 
decide  you  don't  want  to  use  AGO,  and 
just  paiticipate  in  conference  noi-mally, 
you  can  turn  on  the  Mask  Gommands  op- 
tion from  the  Gommunicator  screen.  This 
will  filter  all  the  special  AGO  commands 
other  people  are  using  from  showing  up  on 
your  screen. 

I  talked  to  Steve  Pietrowicz  about 
what's  in  AGO's  future.  Steve  told  me  the 
next  major  addition  to  AGO  will  be  audio 
capabilities.  Steve  will  add  speech  capa- 
bilities, and  he  might  even  add  digitized 
sound  capabilities.  Steve  is  also  contem- 
plating adding  more  graphical  shapes  be- 
sides the  Boing  ball  for  people  to  bounce 
all  over  each  others'  screens.  He  also  plans 
to  add  a  "least/most  recently  used"  algo- 
rithm that  will  remove  faces  of  people  who 
lefl  the  conference,  so  that  they  won't  be 
occupying  chaii-s  on  your  sci*een  if  they 
aren't  actually  in  conference  any  more. 
Steve  is  considering  allowing  people  to 
have  more  than  five  custom  faces  at  a 
time,  although  this  will  depend  largely  on 
just  how  big  the  AGO  face  libraries  be- 
come (The  fii-st  edition  of  the  AGO  library 
contained  over  150  different  custom  faces. 


and  I  won't  be  surprised  if  this  grows  to  at 
least  700  faces  by  December)  Steve  told 
me  that  the  AGO  face  libraries  will  be 
broken  up  into  parte  w-hen  there  are  a  lot 
effaces  in  the  library  (since  downloading 
a  300K  archived  file  can  be  a  real  pain). 
He  also  said  that  you  can  even  keep  the 
AGO  face  libraiy  pieces  in  different  places 
(for  example,  keep  one  or  two  pieces  in 
RAM  for  fast  access,  and  the  rest  on  disk). 
Steve  plans  to  allow  PeopleLink  ED's  that 
will  be  used  by  more  than  one  person  (like 
coiporate  ID's)  to  have  more  than  one  set 
of  custom  faces. 

Currently  AGO  will  not  appear  as  part 
of  any  Amiga  commercial  terminal  pro- 
gi-am.  This  will  allow  Steve  to  retain  total 
control  of  the  quality  of  AGO,  without 
worrying  about  when  some  thii-d  paity 
will  get  around  to  updating  their  terminal 
program  so  that  the  latest  AGO  routines 
can  be  added.  Steve  will  also  be  adding  a 
Record'Playback  option,  which  will  allow 
you  to  record  an  AGO  session,  and  then 
let  you  dazzle  your  friends  again  with 
youi-  Amiga. 

AGO  is  a  fun  and  entertaining  pro- 
gram, bringing  the  Amiga's  graphics  pow- 
er to  the  often  mundane  world  of  on-line 
conferencing.  And  PeopleLink's  low  rate 
of  $4.95  («:  1200  baud  allows  you  to  enjoy 
yourself  instead  of  wonying  about  the  bill, 
And  don't  forget  that  the  AmigaZone's 
main  conference  on  Sunday  night  aver- 
ages in  attendance  from  fifty  to  over 
eighty  people  at  once,  which  will  give  you 
plenty  of  people  to  talk  to  and  faces  to  see! 
Once  you  tiy  an  AGO  conference,  I'm  sure 
you'll  never  want  to  leave.  Q 


Tips  &  Tricks/Amiga 

j   Continued  from  pg.  18 

Single  Drive  Copy  Solution 

For  those  who  may  still  be  operating  with  the  single  internal 
Amiga  disk  diive,  here's  something  that  cuts  down  on  the  num- 
ber of  disk  swaps  during  a  file  copy.  Since  the  Amiga  reads  in 
512  bytes,  then  makes  you  swap  disks  to  wiite  that  same  512 
bytes  back  out,  I  find  it  simpler  to  copy  the  original  file  to  RAM: 
then  swap  disks  and  cop}'  the  file  hnm  FLAM:  to  the  new  disk. 
This  works  in  both  the  Workbench  and  GLI  en\ircnmenLs  and 
cuts  the  number  of  disk  swaps  to  ONE! 
Brian  Justis 
Cleveland,  OH 

AddBuffer  Woes  (or  the  Case  of  the  Earlv  Disk 

Eject) 

Since  acquiring  my  first  major  chunk  of  RAM  expansion,  I've 
started  setting  up  huge  (50  block i  buffere  for  m\'  floppy  diives 
v\ith  the  AddBuffers  command.  Usually,  this  gives  me  an  in- 
creased throughput  while  operating  from  a  floppy  environment. 
Recently,  however,  I've  seen  how  an  overly  generous  buffer  size 


can  cause  severe  headaches.  In  an  attempt  to  ensure  the  stabil- 
it>'  of  mj'  work,  I  have  started  writing  my  articles  out  onto  Wop- 
pies  instead  of  my  hard  drive  due  to  hai^dware  problems.  Once 
during  my  last  AmigaBASIG  tutorial  session  (I  wiite  them  with 
an  editor),  I  was  storing  the  file,  and  when  the  drive  light  went 
out  I  ejected  the  disk.  Well,  I  was  quite  suiprised  when  the  drive 
light  flickered  back  to  life  while  I  held  the  disk  in  my  hand  just 
outside  of  the  drive  opening.  I  w^aited  until  the  light  went  out 
and  reinserted  the  disk.  It  wasn't  long  before  I  was  greeted  with 
the  infamous  "ERROR  VALIDATING  AKTICLES"  requester  1 
went  through  the  standard  sequence  and  used  DiskDoctor  to  try 
and  recover  it,  only  to  find  that  my  tutorial  was  historj'!  It  seems 
with  buffers  that  large,  the  data  only  gets  written  out  as  the 
buffer  area  fills.  I  assume  that  the  final  segment  of  my  file  was  a 
bit  shy  of  the  buffer  size,  so  the  system  waited  until  it  was  sure 
that  all  of  the  WRlTEs  had  been  performed  before  sending  that 
last  segment  to  the  disk.  Being  the  impatient  person  that  I  am,  I 
saw  the  light  go  out  and  removed  the  disk.  The  rest  is  an  embar- 
rassment that  I  hope  you'll  never  have  to  live  through.  The  mor- 
al: "Be  sure  the  light  is  out.  If  you're  not,  wait  a  minute!" 
Tim  Jones 
Deltona.  FL  m 


92     DECEIVIBER  1987 


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AMIGA  UPDATE" 


AmigaBASIC  Tutorial 

Sounds 


A  short  program  demonstrates  difficult  areas  of 
AmigaBASIC,  offering  both  tips  on  confusing  areas  and 
tricks  to  make  your  life  easier.  Rather  than  an  article 
followed  by  a  program,  we  have  combined  them  for  the 
sake  of  clarity. 

*  This  time  around,  we're  going  to  take  <i  look  at  the 

*  functions  and  coram.inds  associated  with  making  SOUNDS  from 

'  AmigaBASIC.   We  will  not  be  looking  at  Speech,  just  ways  to 
'  get  tunes  and  other  nusical-type  sounds.   This  installment 

*  relies  heavily  on  information  imparted  (hopefully)  in 

'  previous  installnienta .   It  also  requires  that  you  have  the 

'  files  "graph ica.bmap*  and  "intuition.bmap"  in  the  Libs: 

'  directory  of  your  boot  disk  {or  your  current  working 

'  directory) . 

'  First,  let's  get  some  of  the  tedious  things  out  of  the  way. 
'  If  you  will  be  using  any  of  the  SUB  routines  included  here, 

*  you  will  need  the  MM  statements,  at  least,  in  your  program. 

Startup: 
CLS 

DBFIHT  A-Z 
'  Set  up  the  Waveform  arrays 

DIM  SineWave(2S5),SqWave(25S) ,STDothf 255) ,Tri (25S) 
'  Set  up  the  S'oto  definition  Arr.^ys 

DIM  C(B)  ,CS  (8),D(8|  ,03  (81  ,Et8)  ,F(a)  ,FS(B) 

DIM  G(B),GS(B),AI8I,BF(8),B(8) 

Tune  =  1  '  nc'f^iult  tt;  Tune  1 

MBFRSY  "graphics. library" 

I.IBBAHY  "intuition. library" 

'  These  are  calls  to  the  SUB  routines  that  have  been  built  for 
'  this  program.   i  used  this  format  to  demonstrate  how  much 
'  neater  a  program  can  be  made  through  the  use  of  SUB  routine 
'  modules  tot  the  bulk  of  the  functions  involved,  Mso,  it 

*  makes  it  easier  for  you  folks  {the  ro.idets)  to  use  the 

'  routines  without  trying  to  rewrite  the  entire  program  -  just 

'  take  the  SUR  you  need,  pass  the  appropriate  information  and 

■  run!   Most  of  them  don't  require  that  parameters  bo  passed 

'  when  yoj  call  them.  changeTitle,  on  the  other  hand, 

'  requires  that  you  pass  the  new  string  to  be  displayed. 

Displaylnit 

TitAdd$  =  "Initializing  WaveForms" 

ChangeTitle  TitAddS 

'  This  call  could  have  also  been  madi?  as; 

CALL  ChangeTitle ITitAddS) 

'  The  only  difference  being  that  the  CALL  requires  Parenthesis 

*  while  just  using  the  SUB  name  doesn't  even  like  them. 

Sound Init 

TitAddS  =  "Initializing  Menus" 

ChangeTitle  TitAddS 

Henulnit 

TltAdd$  =  "Defining  Notes" 

ChangeTitle  TitAdd$ 

Notelnit 

TitAddS  =  "Heady!" 

ChangeTitle  TitAddS 

Glitter 

Main: 

'  This  is  where  we  sit  until  a  MKNU  event  occurs.   fly  using 
'  SLEEP,  our  program  is  well  behaved  and  doesn't  hog  the 
'  processor  while  waiting  for  an  event. 

WHILE  -1 

ON  MENU  GOSUB  HandleHenu  :  MENU  ON 

SLEEP 
NEND 

HandleMenu: 

'  Refer  to    installment  *2  for  more  inf  oc^nat  ion  on  MENU 
'  commands  and  structures. 

MenuNum  =  MENU(B)  :  Henultem  ■  MENU(l) 
IF  MenuKum  =    1  AMD  Menultem  =  2  THEN 

Cleanup 
ELSEIF  MenuNum  «  1  AND  Kenulten  ■  1  THEN 

IF  Tune  -  1  THEN  CALL  StarTtek 

IF  Tune  »  2  THEN  CALL  Glitter 


S  inq le 
Hulti 
2    TllBN 


ELSEIF  MenuNum  -  2  THEN 

CheckSelect 
ELSEIF  MenuNum  =  3  THEN 
IF  Menultem  =    1  THEN 
Tune  =  1 
REM  SIGNORE  ON 
MENU  3,B, I, "Voices" 
REM  SIGNORE  OFF 
MENU  3,1,2," 
MENU  3,2,1," 
ELSEIF  Menultem  " 
Tune  -    2 
REM  SIGNOHE  ON 
MENU  J, B,l, "Voices" 
REM  SIGNORE  OFF 

MENU  3,1,1,"   Single 
MENU  3,2,2,"    Multi 
END  IF 
END  IF 
RETURN 

'  Cleanup  simply  closes  down  our  custom  screen  and  window, 

'  returns  the  BASIC  output  window,  closes  the  libraries  and 

'  resets  the  original  menus.   The  RE>i  statements  are  included 

'  for  those  of  you  that  may  bo  using  the  AbSoft  AC/BASIC 

'  compiler. 

SUB  cleanup  STATIC 

WINDOW  CLOSE  1  :  SCREEN  CLOSE  2 
LIBRASy  CLOSE 
REM  SIGNORE  QN 

WINDOW  1," BASIC", (fl.fl)- (617, 186), 31,-1 
MENU  RESET 
REM  SIGNORE  OFF 
END 
END  SUB 

SUB  Displaylnit  STATIC 
SHARED  Rp&,Wp^, Titles 

'  We  set  our  display  parameters  here.   We  will  use  2  variables 

'  specifically  for  the  sake  of  changing  the  title  of  our 

'  window  to  inform  the  user  as  to  what  is  going  on  -  Titles 

'  and  TitAddS.   The  screen  is  a  6^0  X  200  screen,  4  bitplanes 

•  deep  allowing  the  use  of  16  colors.   The  variables  Rp&  and 

'  Wp&  are  used  by  the  graphics  and  intuition  calls  we  will  be 

'  making,  therefore  they  must  be  listed  as  SHARED  [along  with 

*  Titles).  TitAddS  isn't  SHARED  because  we  pass  it  directly 
'  to  the  Sltn  when  we  call  it  and  we  declare  it  in  the  SUB'S 

'  naffle . 

Titles  ■  "Sound's  Great  1  AmigaBASIC  SOUND  Tutorial  " 

TitAddS  =  "  Initializing  Display" 

SCREEN  2,643,200,4,2 

WINDOW  1, Titles  +  TitAddS, (e,a)-(631,lB6) ,a,2 

Bpl  =  WINDOWtS)  :  Wpi  =  WIND0W(7) 

PALETTE  8,0, e, a      '  I    Like  black  screens' 

PALETTE  1,.5,.5,.5   '  Grey  tor  the  default  text 

COLOR  7 

I  am  using  Hove&  and  Draw*  from  the  graph ic9 . 1 ibrary  to 
demonstrate  the  difference  between  them  and  the  LINE 
function.  The  ."jYHTAl!  for  Hovei  is: 

Movei  Rp6,X,Y 
Where  Rp&  is  the  Rastport  address  (WIND0W(8])  of  out  window 
and  X  and  V  are  the  x  and  y  pixel  coordinates  that  we  wish  to 
move  to.   (These  are  just  to  put  something  more  on  the  screen, 
you  CAn   leave  them  out  if  you  like.) 

FOR  xl.    -  153  TO  165  STEP  J 

Movelk  Rpt,0,x& 

Drawb  Rp&,64fl,x& 
NEXT  ti 

LINE  l4B,lB|-(3a5,7a) ,S,B 
LINE(4fl,44|-(305,44) ,5 
LINE(4e,e0)-(4a,83l  ,7 
LINE(305,e0)-(385,B3) ,7 
COLOR  13 

By  using  Hove&  here,  we  can  place  the  text  anywhere  we 
want  on  the  screen,   .Just  remember  that  the  pixel  that  you 


Easier  than  PolyDrawfc 


Conliitui'don  pg.  96 


94     DECEMBER  1987 


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Amiga  Update/AmigaBASIG  Tutorial 

Continued  from  pg.  94 

'  MOVE  to  is  the  lower  left  cocnec  of  your  Eicst  letter,   it 

'  you  want  more  speed,  you  could  use  texts  to  place  your 

'  message  rather  than  PRINT. 

'  The  SVNTAX  for  Testi  is: 

'        Texts  Rpi , Painter (Length 

'  Where  RpS  is  the  Bastport  address,  pointer  is  the  address  o£ 

'  ojr  text  string  and  length  in    the  number  oE  characters  in 

'  the  text.   Note  that  Textfi  does  not  requite  that  the  text  be 

'  terminated  with  a  NULL  character  since  we  are  telling  it  how 

'  many  characters. 

Moves  Rpi,5,13  :  PRINT  "+127" 

Moves  Rps,27,47  :  PRINT  "B" 

Moves  Rps,5,81  :  PRINT  "-128" 

Moves  RpS,36,91  :  PRIKT  "fl" 

Moves  Rp4,293,91  :  PRINT  "255" 

COLOR  3 

Moves  Rps,115,8g 

LINE:(44,96)-(28e,143),ie,BF 

LINE {5», 93)- 1295,140) ,3, BP 

COLOR  18,3 

Moves  Rp6,99,ia4 

Texts  RpS,SADD("f(oriz  Scale  is  1:1"), IB 

Moves  Rps,87,112 

Texts  Rps,SADD ("Vertical  Scale  is  4:1"! ,21 

Moves  RpS, 83,126 

Texts  RpS,SaDD ("Use  Menus  for  Waveform"! , 22 

Moves  RpS, 131, 134 

RpS,SADD ("Selection") ,9 

10,1! 


PRINT    "WavefotRi   Graph" 


Texts 

COLOR 

END  SUS 


SUB  Soundlnit  STATIC 

SHARED  SineWaved  ,SqWave(l  ,STooth()  ,Tci()  ,RpS 

We  have  Dlf^M  a  set  of  arrays  for  jse  in  defining  our 
waveforms  (the  WAVE  function).   We  must  declare  them  as 
SHARED  so  that  ALL  of  our  SUB'S  can  use  them.   The  waveforms 
that  I  set  up  here  are  based  on  simple  formulas.   You  can 
create  your  own,  just  keep  in  mind  that  each  WAVEform  is 
defined  by  an  array  of  255  entries  with  values  between  127 
and  -128.   Also,  the  higher  the  value  (in  either  direction) 
of  an  entry,  the  louder  the  output.   I  have  chosen  values  to 
push  these  limits.  You  could  choose  to  lower  them  if  you 
are  using  only  your  monitor  speaker. 

Default; 

'  This  is  the  quickest  way  to  set  up  a  SINE  Waveform 
FOR  Count  =  0  TO  3 

WAVE  Count, SIN 
NEXT  Count 

SineWave: 

FOR  Pt  =  B  TO  255 

SineWave(Pt)  =  127«SIti  (Pt*3. 1416/126) 
NEXT  Pt 

•  We  will  actually  use  the  values  in  out  arrays  to  plot  the 

'  waveforms  in  the  display  window.   We  will  use  a  1  to  1 

'  aspect  for  the  horizontal  axis  and  a  4  to  1  aspect  for  the 

'  vertical  due  to  display  limitations. 

FOR  I  -  B  TO  255 

IF  SineWave(x)  <  B  THEN 

PSET(x+4  3, (SineWave(x)+ (2*flBS (SineWave (x) ) ) )/4t44) ,9 
ELSE 

PSET(x+4  3, (12e-SineWave(x) >/4*12> ,9 
END  IF 
NEXT  X 

■  Now  we'll  identify  the  displayed  waveform 

Moves  Bps,3la,47 
PRINT  SPACES (29) ; 
Moves  Rps,310,47 
PRINT  "Sine  Wave" 

'  All  of  the  Waveform  changes  made  below  will  follow  these 

'  guidelines  with  the  exception  of  the  square  wave.   I  had  to 

'  add  a  LINE  command  to  join  the  upper  and  lower  waveform 

'  segments.   This  is  Juat  for  display  purposes,  however. 

'  Let's  predefine  the  waveforms  we'll  be  usin^ 

SquareWave: 

FOR  Pt  -  B  TO  127 
SqWave(Pt)  =.  127 

NEXT  Pt 

FOR  Pt  »  12a  TO  25  5 
EqWaveCPtI  =  -128 
NEXT  Pt 

SawTooth: 
Vert  =  -128 
FOR  Pt  =  0  TO  255 

STooth(Pt)  =  Vert 

Vert  =  Vert  +  L 
NEXT  Pt 

Triangle: 
Vert  =  127 
FOR  Pt  -  e  TO  127 
Tri (Pt)  -  Vert 
Vert  "  Vert  -  2 


NEXT  Pt 

Vert  =  -128 

FOR  Pt  =  12S  TO  255 
Tri(Pt)  =  Vert 
Vert  =  Vert  +  2 

NEXT  Pt 


SUB  Menulnit  STATIC 

'  Initialize  the  MENU  structures 

MENU  1,8,1, "Project" 

HEHU  1,1,1, "Play 

MENU  1,2,1, "Quit 
MENU  2,e,l,"WaveFotnis" 

MENU  2,1,2,"    Sine 

MENU  2,2,1,"    Square 

MENU  2,3,1,"    Sawtooth  " 

MENU  2,4,1,"    Triangle  " 
MENU  3, B,l, "Voices" 

MENU  3,1,2,"   Single  " 

MENU  3,2,1,"    Multi   " 
REM  SIGNOBE  ON 
MENU  4,8,1,"" 
HEM  SIGNOHE  OFF 
END  SUB 

SUB  Notelnit  STATIC 

SHARED  C(),CS(),D(>,DS<)  ,E|)  ,F()  ,FS() 

SHARED  GU  ,GSl)  ,h{)  ,BTU  ,H) 

We  will  use  the  values  for  the  lowes 
that  is)  to  define  our  initial  notes 
multiplication  to  define  the  next  7 
because  each  note  is  double  the  freq 
in  the  previous  octave.   Therefore, 
frequency  of  02  by  2,    we  get  the  fre 
naming  convention  used  is  Notename{Oi 
notes  are  listed  with  natural  and  sh 
the  exception  of  A  sharp/R  flat,   I 
sharp,  but  AS  is  considered  a  )^eywoc 
to  identify  that  particular  note.   1 
teach  music  theory  here,  except  to  s 
value  is  the  same  as  the  next  note's 
flat,  C  sharp  =  D  flat,  etc.). 


t  notes  (w)iDle  octave, 

and  then  use  simple 
octaves.   This  is  done 
uency  of  the  same  note 
by  multiplying  the 
quency  of  D3.   The  note 
ct jve) ,   Al I  of  the 
arped  identities  with 
use  'S'  to  indicate  a 
d,  30  I  use  BF  (B  flat) 
won't  begin  to  try  and 
ay  that  any  note's  sharp 
flat  value  [A  sharp  -  B 


HEAD  C(l)  ,CS  (1)  (DID.DSd)  ,E(1)  ,Fri)  ,FS  ft) 
READ  G<1)  ,GS  (1)  ,A(1)  ,BF(1)  ,B(1) 


FOR  Octave  ^ 
C(Octawel 
CS (Octave) 
D {Octave) 
E (Octave) 
F (Octave) 
FS [Octave) 
G (Octave] 
GS (Octave) 
A (Octave) 
BF (Octave) 
B (Octave) 

NEXT  Octave 


2  TO  8 
=  C(0ctave-1)»2 

=  CS (Octave-l)*2 
=  D(Octave-l) *2 

-  E(Octave-l) *2 
■  F(Octave-l) *2 

-  FS(0ctave-l)*2 

-  G(0ctave-1)*2 

-  GS{0ctave-l)*2 

-  A(0ctave-1)«2 

=  BF(0ctave-l)«2 
=  B(0ctave-1)*2 


'  These  values  were  taken  by  dividing  the  values  shown  in  the 
'  AmigaBASIC  manual  (page  8-139)  by  4  to  reduce  the  values 
'  (for  octave  3)  to  the  level  required  for  octave  1. 

DATA  32,783,  34.648,  36.7B8,  38.891,  41.2B3,  43.654 
DATA  46.249,  48,999,  51.913,  55,  SB,27B,  61,735 


SUB  CheclcSelect  STATIC 

SHARED  MenuItem,SineHave() ,SqWaveO ,STooth() ,Tri  O ,aps 

I  We  call  this  SUB  every  time  a  selection  is  made  from  MENU  2. 

I  assign  the  same  waveform  to  each  channel  for  simplicity 
'  sake.   There  is  no  reason  why  I  couldn't  have  assigned  a 
'  different  waveform  to  each  channel.   We  set  the  waveform  and 
'  also  reset  the  checkmark  on  the  menu, 

OH  Henultem  GOSUB  Si,Sq,Et,Tr 
EXIT  SUB 

The  REM's,  once  again,  are  for  the  AC/BASIC  compiler 
For  so:r,e  reason,  AmigaBASIC  won't  "UNCheck"  a  menu 
'  item  unless  the  menu  title  is  specified.   This  causes 
'  some  problems  with  the  width  of  the  menu  titles  when 
used  with  the  interpreter  sees  a  new  title  definition 
They  aren't  requited  by  the  compiler,  however, 

SI: 

REM  SIGNORE  ON 

MENU  2,B,l,-WaveForm8" 

REM  5IGN0RE  OFF 

MENU  2,1,2,"    Sine 

MENU  2,2,1,-    Square   » 

MENU  2,3,1,"    Sawtooth" 

MENU  2,4,1,"    Ttiangle" 
FOR  Count  -  e  TO  3 

WAVE  Count, SineHsve 
NEXT  Count 


Cimtinucd  on  pg.  98 


96    DECEMBER  1987 


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Amiga  Update/AmigaBASIC  Tutorial 

Continued  from  pg.  96 

LII)E(41,11)-(3B4,77)  ,a,Br 
LINE (4 0,441- (395, 44), S 
FOH  X  -  9  TO  255 

IF  SineWsvefx)  <  9  THEM 

PSET(x<^43,  (Sin«Wave(ii|<i'(Z*ABS(SlnaHava(xl  I  l)/4«^44),9 

ELSE 

PSET(i*43,  U28-SlneWiwe<«))/4*l2l  ,9 

END  IF 
NEXT  I 

Movei  Rp&,31t,47 
PRINT  SPACES(28); 
Movet  Rpt,31(!,47 
PRINT  "Sine  Have" 
RETURN 

Sq: 

REK  5ICN0RE  ON 

MENU  2,0,1,'WaveFarms' 

REN  $1GN0RE  OFF 

MENU  2,1,1,"    Sine 

MENU  2,2,2,"   Square   ■■ 

MENU  2,3,1,"    Sswtooth" 

MENU  2,4,1,"   Triangle" 
FOB  Count  -  B  TO  3 

WAVE  Count, SqWav* 
NEXT  Count 

LINE (41, 11)- (394,77) ,g,BF 
LINE(4«,44)- (395, 44), 5 
FOR  I  -  B  TO  255 

IF  Sq«ave(X)  <  9  THEN 

PSET(l*-4  3,  (SqWavedJt  (2"*BS  (SqWawe  (I) )  )  )/4*44),9 

ELSE 

PSET(it43,  (12B-Eq«ave(jc))/4*1J)  ,9 

END  IF 
NEXT  « 

LINE(ni},13)-(171,76)  ,9  •  This  is  where  I  chaatodj 
HDvei  Rpt,3!B,47 

PRINT  SPACES (29); 
Movei  Rp(,31II,47 
PRINT  "Square  Wave* 
RETURN 

St: 

REM  SIGKORE  ON 

MENU  2,a,l,"WaveForn»" 

REM  5IGH0BE  OFF 

MENU  2,1,1,'    Sine     " 

MENU  2,2,1,"    Square   " 

MENU  2,3,2,"    Sawtooth" 

MENU  2,4,1,"    Triangle" 
FOR  Count  -  8  TO  3 

WAVE  Count, STooth  , 

NEXT  Count 

LINE (4 1,11)- (394,77) ,9, BF 
LINE(4g,44)- (395, 44), 5 
FOH  I  ■  a  TO  255 

IF  SToath(i)  <  9  THEN 

PSET(i»43,  (SToothUl*  (3*ABS  (STooth(x))  I  )/4t44)  ,9 

ELSE 

PSET(i*4  3, <128-STooth(x) 1/4 +  12),  9 

END  IF 
NEXT  X 

Hovet  Rpt,31ll,4T 
PRINT  SPACES  (29); 
Hovei  Rpt,31B,47 
PRINT  'Sautooth  Have' 
RETURN 

Tr: 

REM  SIGNORE  ON 

MENU  2,9,1,'WaveFoma" 
REM  SICKORE  OFF 

MENU  2,1,1," 

MENU  2,2,1," 

MENU  2,3,1," 

MENU  2,4,2," 
FOR  Count  «  fl  TO 

WAVE  Count, Tri 
NEXT  Count 

LINE (4 1,11  I -(394, 77) ,«,BF 
LlNE(49,44)-(395,44),5 
FOR  X  -  a  TO  255 

IF  Tri (I)  <  e  THEN 

PSET(»+4  3, (Tri(K)+ (2*ABS (Tr i (x) ) )  I /4*44 ) ,9 

ELSE 

PEET(l+4  3, (128-Trl(j|)/4+12),9 

END  IF 
NEXT  X 

Novel  Rpt, 319,4  7 
PRINT  SPACES <29| ; 
Hovet  Rp(,3i9,47 
PRINT  "Triangle  Wave" 
RETURN 
END  SUB 

SUB  C)iangeTltle(NeuStiS)  STATIC 
SHAREI}  Titles, Wpi 

■  We  concatenate  the  existing  Titles  with  a  separation  string 
'  of  2  spaces  the  additional  text  and  a  NULL  character^   Next, 
'  we  call  the  intuition  function  SetWindouTi t lest .   The  SYNTAX 


Sine  " 
Square   " 

Sawtooth" 
Triangle" 
3 


Where  Wpi  is  the  window  structure  address  (wiiiOOM  (71 )  , 
window  is  a  pointei  to  the  window  title  string  and  Screen  ig 
a  pointer  to  the  Screen  title  strlny.   Those  strings  must  he 
terminated  with  a  NULL  character.   If  00  string  is 
specified,  then  you  must  pass  a  -1. 

HBwTltleS  -  Titles  *  SPACES  (2)  ♦  NewSttS  t  CHRSO) 
SetWindowTitlesl  Wpl ,SADD (NewTi tleS) ,-1 


■  The  following  EUB*s  are  the  songs  that  we  use  to  demonstrate 

'  the  voicing  and  the  sounds  created  with  the  waveforms  that 

'  we  have  oiade.   Glitter  is  the  first  four  measures  of  Stevie 

'  Nicks'  song  "After  the  Glitter  Fades".   It  demonstrates  the 

•  use  of  multiple  voicings  an^    the  use  of  the  SOUND  WAIT  and 

*  SOUND  RESUME  statements,   StarTrck  is  the  opening  notes  to 
'  the  theme  tto»  the  Star  Treli  TV  show.   It  is  a 

'  straightforward  example  of  how  the  SOUND  function  queues 

'  entries  and  plays  them  in  order.   1  will  explain  each 

'  section  a^i    we  get  into  them. 

SUB  Glitter  STATIC 

SHARED  CO  ,CS(),Dl),DSf)  ,E()  ,P()  ,FS(| 

SHARED  GO  ,GS()  ,A<)  ,BF()  ,B<) 

The  variable  W  is  used  to  get  the  duration  of  a  w^iole  note. 
Each  lower  value  note  is  then  based  on  a  division  factor: 

w  ■  Whole  note 

W/2  •  Half  note 

W/4  *  Quarter  note 

W/4. 66567  '  Quarter  note  Triplet  {one  note! 

W/S  -  Eighth  note 

M/in. 33133  =    Eighth  note  TtipLst  (one  note) 

W/16  =  sixteenth  note 

etc. 

H  •  40 

The  SKNTAX  for  the  SOUND  FUNCTION  is: 

SOUND  f  reguency,durat  ion  ,volu:ne, channel 

where  frequency  Is  the  frequency  of  the  note  in  Hz,  duration 
is  the  duration  of  the  note  (based  on  IB. 2  being  1  second), 
volume  is  the  note's  volume  between  (1  and  255;  127  is  the 
default  and  channel  is  the  channel  (0-31  that  the  note  is  to 
bo  played  on.   If  you  ace  hooked  up  in  stereo,  you  will  find 
channels  0  and  2  coning  from  the  left  speaker  and  1  and  3 
coning  from  the  right.   In  the  following  entries,  I  haven't 
selected  a  particular  channel  for  any  purpose,  I'm  just 
showing  the  use  of  four  voices  an.l  synchronized  output. 

In  The  first  two  measures,  I  have  jumbled  up  the  notes  In  no 
particular  order  (except  for  the  fact  that  the  notes  on  the 
same  channel  are  in  sequence),  while  In  the  last  two,  I  have 
entered  the  full  measure  for  each  voice.   In  eicher  case, 
the  SOUND  FUNCTIOi:  will  queue  all  of  the  entries  and  play 
them  as  it  comes  to  the;n. 

The  SOUND  WAIT  and  SOUND  RESUME  statements  are  placed  here 
mainly  to  act  as  measure  separators.   SOUND  WAIT  forces  ALL 
SOUND  output  to  wait  for  the  matching  SOUND  RESUME.   This  is 
helpful  if  you  ace  trying  to  coordinate  sound  output  with 
othor  TIASIC  functions. 

FirstHeasura: 

'  Force  output  to  wait  until  all  sounds  are  queued 
SOUND  WAIT 


SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUHD 
SOUND 
SOUND 


FS(5),W/J,64,B 
D(3),N/2,64,2 
D(5), N/9, 199,1 
A(4),W/B,19B,1 
D(5),N/B,19i,l 
E(5),W/4,19B,1 
D(3),W/4,BB,2 
FS(5) ,M/3,B,9 
FS (5) ,H/e, 109,1 
A<4),H/8, 198,1 
B(4) ,H/S,1BB,1 

rs  (3) ,w/e,sa,2 

E<3),N/S,Ba,2 


Now  play  the  notes  as  they  ace  queued 

SOUND  RESUME 


SecondMeaaure: 


SetWindowTi  ties  4  Wp4 , Window,Scceen 


SOUND  WAIT 

SOUND  G(5) 

SOUND  D(5) , 

SOUND  B(4)  , 

SOUND  E(3)  , 

SOUND  G(5)  , 

SOUND  B<4)  , 

SOUND  B(4) 

SOUND  E(5) 

SOUND  E (4) 

SOUND  B(3) , 

SOUND  All) 


H/z+H/B.aa.g 

H/a-tW/B, 199,1 

W/2tW/6,aB,3 

H/2,8B,2 

H/4+W/B,B,B 

W/4+W/B,9,3 

M/8, 199,1 

W/4, 109,1 

H/4,aB,2 

M/8,89,2 

W/B,aB,2 


Conlinued  on  fig.  123 


98     DECEMBER  1987 


ORDERS  ONLY 
Call  TOLL  FREE  800-451-7588 


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Worceiler.  MA  01602 


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LANGUAGES 

Aztec  C  Commercial  3.4  $315.°° 

Aztec  C  Developer  3.4  S195." 

Aztec  C  Professional  $155. "<> 

CM  Mate  $25.°° 

Enhancer  $15."° 

Modula  II  Comnn  $195.« 

Modula  II  Dev  $99.™ 

TXED  $30.°° 

Zing  $55.™ 


SPREADSHEETS 

Analyze  2.0  $94, "^ 

Maxi  Plan  Plus  (N.V)  S142.™ 


WORDPROCESSORS 

Prowrlte  (M.R.)  $80. » 

Scribble  2-0  $65." 

Viza  Write  $89.'' 

Flow  S70,°' 


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DESK  TOP  &  CREATIVITY 

Page  Setter  $97,» 

Publisher  1000  $147.'™ 

Fllpside  $45.''° 

Gizmoz  Enhanced  $45."" 

TV  Text  $69.°'' 

Print  Master  Plus  $35.°° 


GAMES 

Flight  Sim  It  $37.°° 

Keyboard  Cadet  $29,°'' 

Master  Type  $30,™ 

Silent  Service  $30.°° 

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Auto  Duel  S34."' 

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Champ  Baseball  $32.°° 

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King  of  Chicago  $34."' 

Kings  Quest  I,  II,  III  $37.<» 

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Mean  16  Golf  $29.°° 

Mind  Shadow  $29.°° 

The  Pawn  $30.°° 

SDI  $34. iJ" 

Shanghai  $30.°° 

Sinbad  $34,°" 

Surgeon  $43.'" 

Strip  Poker  $32.°" 

Video  Vagas  S30,°° 

Winter-World  Games  $30.°° 

On  Line  $48,°° 

Macro  Modem  SSO.*" 


Ord.Hnj  (nd  T.rm.:  C.O.D,  omen  otlcomt  up  lo  SroO  OO  add  S3  on  r  n  n  ,k.  ! 1^ ' 

•.nd  b.nk  ch.c>i  o,  mon.,  o,d,r,  P.r.on.l  check,  .lie.  15  I^Ti.L  S.      k?.         ?*  "  "'  '^'"'"'  *"""  O'd-ln,,  bj  m.ll. 
rO.M  lo,  UPS  grouoa  .hippin,    UPS  ..co"ro.,  i^d  l.^jV   ',''*''' *!  17 '"'''"'•"I  *« 'S'- Pi  order  o,  m„lmum=l 

Produci  .ubi.c,  10  ...iiLbu!;,  PMC..  .„bi,cnc  'b'.r,;  (Xn  ,'d^  1',:?";'':.  "";:•'!  '•""«<"""'«""•  *n,i„.  »„,,. 

•ich.noM  on  open  pioducl.  " '■''■ng«  (o<j»n  II  poi.lble).  Mm  ruldenUiddS',  i.l.it.i.Nor.lumior 

H.nul.clu,..  w„r.„ly  .pp„„.  *™,.  „  .  „.d.„„k  „,  Commod<,„.Ami,.  Inc. 


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GRAPHICS 


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CHILDREN  PROGRAMS 

Animal  Kingdom  $34 

Decimal  Dungeon  $34 

First  Shapes  $34 

Fraction  Action  $34 

Kid  Talk  $34 

Kinderama  $34, 

Math  Talk  $34, 

Read  &  Rhyme  $34, 

Speller  Bee  $34 

Talking  Coloring  Book  $25 

Winnie  the  Pooh  $25, 


$27." 
$27." 
$27." 
$27.»' 
$27, <» 


Deluxe  Paint  11 

$95." 

Deluxe  Print 

$70," 

Dig!  Print 

$45." 

Deluxe  Video 

$97." 

Agis  Draw  Plus 

$170." 

Dynamic  Cad 

$320.°° 

GAME  PROGRAMS" 


by  Thomas  Hayes 


Cross-Search 

For  the  Commodore  64 

Cross-Seai-ch  got  its  name  fi-om  two 
other  famous  games  you  maj-  be  fa- 
miliar with:  "crossword"  and  "word 
search."  Cross-Search  includes  ail  the  dif- 
ficulty in  answering  the  questions  of  a 
crosswoi-d  puzzle  along  with  the  challenge 
and  fim  of  a  word  seairh  puzzle. 

As  the  game  begins  the  top  of  the 
screen  will  be  filled  with  seemingly  ran- 
dom letters.  They  are  really  the  answers 
to  the  questions  that  will  be  asked  at  the 
bottom  of  the  screen.  The  questions  are  in 
the  format  of  the  questions  asked  in  cross- 
woi-d  puzzles.  If  you  have  never  played  a 
crossword  puzzle  then  you  should  be 
aware  that  although  I  refer  to  "questions" 
they  aren't  realiy  woi-ded  like  questions. 
All  of  the  questions  will  be  linked  in  one 
way  or  another  with  computere  and  or 
computing. 

Along  with  the  questions  will  be  several 
other  informational  statements  that  will 
assist  you  in  the  game.  Just  under  the  top 
portion  of  the  screen  will  be  the  number  of 
lettei-s  in  the  answer,  the  number  of  words 
in  the  answer,  and  the  number  of  the 
question  itself  A  fijither  explanation  of 
these  statements  is  as  follows:  First,  the 
number  of  letters  in  the  answer  is  the 
number  of  chai'actere  minus  any  spaces 
and  or  any  svmbols  other  than  the  alpha- 
bet. It  is  impoitant  to  remember  when  en- 
tering youi-  answer  that  you  use  only  the 
alphabet  and  eliminate  all  spaces.  The 
progi^am  won't  allow  anything  but  the  al- 
phabet. Secondly,  the  number  of  words  in- 
dicates if  the  answer  is  one,  two,  or  thi-ee 
words  in  length.  Thirdly,  the  questions  are 
numbered  fix)m  one  to  53. 

Now  for  the  questions  themselves.  As 
preNaously  discussed  al!  of  the  questions 
are  about  computei-s.  Some  of  the  ques- 
tions or  paits  of  the  questions  are  abbrevi- 
ated. All  abbrexiations  will  be  inside  par- 
entheses. There  is  one  abbreviation  you 
should  watch  for  — <E.M.).  (E.M.)  is  the 
abbreviation  for  eiTor  messages.  When 
you  see  this  (E.M.)  you  should  remember 
that  the  answer  \sill  be  one  of  the  comput- 


Bcfoa-  typing  Ihis  program,  read  'How  w  Enter  I'rugrams"  and  "How  lo  Isi-  (In-  .M,igazini- 
Enin-  Progrrai."  The  BJiSlC  pnigrim*  in  iliis  majprine  arc  avjilablt  un  disk  /fom  Loadstar. 
P.O. Box  300fi", Shrcvepori.  LA "USOyWO^.  i.80(1.851-26y-i. 

Cross-Search 
5    POKE    53280, 0:POKE    53281, 0'CPLH 
1(3    S  =  54272:FOR   Q=0    TO    24:POKE    S-l-Q,0 
:NEXT    Q:POKE    S+24,15'JADI 


Cross-Search  includes  all  the 
difficulty  of  answering  the 
questions  in  a  crossword 
puzzle,  along  with  the 
challenge  of  a  word  search 
puzzle. 

er's  en-or  messages.  Notice  that  a  question 
in  the  game  will  be  referred  to  as  the 
"clue."  Tb  give  you  an  idea  of  what  an  an- 
swer or  clue  v\nl!  be,  the  fii-st  clue  is  "VIC." 
If  you  aif  hoping  that  I  will  give  you  the 
answer,  don't  hold  youi-  breath.  WTien  en- 
tered the  answer  will  appear  at  the  bottom 
of  the  screen.  If  after  you  have  answered 
the  clue,  it  was  connect,  you  will  hear  sev- 
eral bell  sounds  to  indicate  the  answer 
was  coiTCct.  If  the  answer  was  incon^t, 
you  will  hear  a  buzzer  and  the  wong  an- 
swer will  be  erased. 

At  this  point  you  can  try  again  or  go  on 
to  another  question.  Press  the  Fl  key  to 
get  to  the  next  clue.  You  can  only  go  in  the 
dii-ection  of  larger  numbered  clues.  If  you 
wish  to  get  to  a  lower  numbei^ed  clue  than 
the  one  you  are  looking  at  now,  you  will 
have  to  continue  until  the  clues  wrap 
ar-ound  to  the  beginning. 

Now  we  will  discuss  the  word  search 
portion  of  the  program.  Any  time  you 
wish  to  go  to  this  portion  of  the  program 
just  press  the  F7  key.  You  do  not  have  to 
finish  answering  a  clue  to  press  the  F7 
key.  Once  you  ai-e  at  this  ]X)int  press  the 
Fl  key  to  retum  to  the  first  portion  of  the 
game.  If  you  do  remain  at  the  woi-d  search 
portion  of  the  program,  you  will  notice  a 
flashing  cui-sor  at  the  top  left  of  the 
sciTeen.  With  the  use  of  the  ciu-sor  keys 
you  can  position  the  cursor  over  any  of  the 
letters  in  the  top  portion  of  the  screen. 
Press  the  space  bai'  with  the  cm-sor  over  a 
letter  and  toggle  between  reverse  and  nor- 
mal type.  Now  that  you  have  a  way  to 
mai-k  specific  letters  you  can  find  the  an- 

20 


swers  to  the  earlier  clues.  When  you  do 
find  an  answer,  highlight  it  with  revei-se 
type  and  search  for  another  answer  When 
you  find  all  of  the  answers  and  you  have 
highlighted  all  of  the  letters  in  those  an- 
swers you  will  be  ready  to  move  on  to  the 
last  part  of  this  game.  As  in  any  other 
word  seareh  puzzle  when  you  have  found 
all  the  words  there  will  still  be  lettei-s  left. 
You  are  then  asked  to  answer  a  question 
in  which  the  answer  will  be  comprised  of 
those  left-o\'er  letters. 

After  all  the  woixJs  have  been  found, 
press  the  F7  key  again.  There  will  be  a 
check  to  see  if  all  woixls  were,  in  fact, 
found.  If  all  were  found,  then  the  screen 
will  be  cleared.  At  this  time  the  screen 
will  be  filled  with  several  sentences,  and 
you  mil  be  informed  that  there  is  one 
more  challenge.  You  will  now  see  the  left- 
over lettere  displayed.  With  those  letters 
you  will  be  asked  to  answer  the  question, 
"How  do  you  feel  about  computing?''  You 
are  now  given  a  hint  explaining  that  the 
answer  is  four  words  in  length  and  the  let-  • 
ters  are  as  follows.  The  display  will  show 
the  remaining  lettei-s  set  in  the  location  of 
each  word.  The  letters  will  of  course  still 
be  scrambled.  Now  ail  you  have  to  do  is 
answ^er  the  question.  You  should  remem- 
ber that  this  answer  will  include  spaces.  If 
yom'  answer  is  incorrect,  then  you  will 
hear  a  buzzer  and  the  WTong  answer  will 
be  erased.  If  it  is  the  con-ect  answer,  then 
you  will  hear  several  bell  sounds  and  the 
game  will  end. 

Before  you  type  in  this  progi-am  there 
are  several  things  you  should  know  to 
make  the  game  more  fijn.  First,  after  you 
have  answei^ed  a  clue  and  before  going  on 
to  a  new  clue,  find  your  answer  at  the  top 
of  the  screen  and  highlight  it.  As  you  con- 
tinue to  highlight  more  and  more  letters  it 
will  leave  other  answers  more  visible  at 
the  top.  Secondly,  if  you  switch  to  lower 
case  lettei's  it  will  be  easier  to  see  high- 
lighted letters.  To  switch  between  upper 
and  lower  case  letters  press  the  SHIFT 
and  COMMODORE  keys  simultaneously. 
Enjoy  the  game.  I  hope  you  have  as 
much  ftin  playing  Cross-Seai-ch  as  I  had 
making  it.  0| 


30 


45 


POKE  S,225:POKE  S+1,5 

:POKE  S+6,240'FRME 

POKE  S+7,165:POKE  S+8,117 

:POKE  S+13,240'GVGH 

PRINT" [ CLEAR, RVS, RED, SPACE13,RV0FF, 

GREEM)  CROSS-SEARCH  [RED, RVS, 

Conliimed  on  pf;.  102 


100    DECEMBER  1987 


FREE  VOUR  CHILDREN 


Ydeo  game  machines  do  little  more  thian  trap 
your  chiildren  iri  an  unproductive,  limited  world.  It's  not 
that  playing  gomes  is  bod.  It's  just  that  there's  a  whole 
bt  more  to  life  than  blasting  space  monsters. 

That's  why  your  children  need  the  Commodore  64: 
The  Commodore  64  is  a  full  function,  affordable  home 
computer  that  frees  them  to  explore  whole  new  worlds. 

Thousands  of  programs  ore  available  to  help  your 
children  prepare  for  anything  from  a  third  grade  math 


plines  like  math,  science,  and  English. 

The  Commodore  64  can  also  introduce  your  chil- 
dren to  the  finer  things  in  life— like  art  and  music. 

The  Commodore  64  even  beats  video  gome 
machines  on  their  home  ground,  by  offering  kids  a 
selection  of  hundreds  more  games  than  all  video  game 
machines  combined,  Games  that  are  educational, 
informative— and  a  wtrole  lot  of  fun. 

So,  don't  let  your  children  get  trapped.  Free  them 

with  the  Commodore  64. 

$100  FREE  OFFER  FOR  COMMODORE  64  BUYERS. 
Every  Commodore  64  comes  with  the  critically 


test  to  college  boards.  And  they  can  gain  serious     1/ 1  |\f  ' 

computing  skills  while  doing  it  A  comforting  Ixl  M w 

thought,  because  according  to  one  estimate,  by      ^  a  ^  ■ 

the  time  your  children  are  ready  to  enter  the  job       V^^N  ci^^claimed  GEOS'"  software  package,  which  includes 

market,  three  out  of  four  occupations  will  be    -^^^   k  a^kw^^  full-function  word  processing  and  painting 

computer  related.  pfj  JUtCTIcF  programs.  And  for  a  limited  time,  we're  also 

In  fact,  studies  suggest  that  students  who  ^T   ■~*^^'*^  offering  five  of  the  hottest  Epyx' videogames 
get  computer  aided  instruction  tend  to  be  more  ^V  ITU  £l    absolutely  free  with  your  Commodore  64  pur- 
motivated,  and  score  higher  in  the  basic  disci-      "  '  I  I  ■■  A\  chase— a  value  of  over  $100! 

COMMODORE  64  S 


11213 
SSSEB 

a'tsij 

35551 

-  HH5S5 


Commodore,  the  Commodore  logo. 'r:ii  :       i:  :iio- 
dore  64  are  registered  trodemarks  of  Commodore  Elec- 
tronics. Ud.  GEOS  is  a  frodetTKifk  of  Berkeley  Sof Iworks. 
EpvJi  is  o  registered  trademark  Of  Epyx.  Inc.  "Optionat  disk 
drive  and  rrKXjse  or  joystick  required,  See  your  portici- 
poting  Commodore  64  retailer  fc  details.  Proof  of  pur- 
chose  and  warranty  cord  required.  Offer  expires  1/V88. 


Game  Programs/ Cross-Search 

Continued  from  pg.  100 

SPACE29] "; ' BBJQ 

50  PRINT" [SPACE3] "; 'BBBC 

51  PRINT" [SPACE22,RVOFF,GRAY3] 
BENITUORBUSCAELBAMMARGORPROLOCREDR 
OB[RED,RVS] "; 'BBKR 

52  PRINT" [SPACE4,RVOFF,GRAY3] 
ALPAGSPERIPHERALTACROTARENEGEPOLEV 
NE [ RED , RVS , S  PACE4 , RVOFF , GRAY 3 ] 
CBIANTEAANDAR"; 'BBYV 

53  PRINT"0SRUCSNOITAREP0F0REDR0G [RED, 
RVS, SPACE4, RVOFF, GRAY31 
KAXKOERDNCIREMUNAHPLAFFUNCTIONKE"; 
'BBSX 

54  PRINT"YSIO [RED, RVS, SPACE4, RVOFF, 
GRAY3]GNEILSA0DyRACN0ITIDN0CEENILM 
ARGORPST [RED, RVS, SPACE4, RVOFF, 
GRAY3] RELLORT"; ' BBNX 

55  PRINT"NOCECAFRETNIOEDIVIYR0MEMF0TU 
0 [RED, RVS ,SPACE4 , RV0FF,GRAY3J 
OTBOOEILMNCTFYHOMERANDOMAC" ; ' BBBA 

56  PRINT"CESSMEM0RY[RED,RVS,SPACE4, 
RVOFF, GRAY 3] UAABTTNYNETERRNULLSTRI 
NGTWEDOCNEERCS ( RED, RVS , SPACE4 , 
RV0FF,GRAY3]N"; 'BBAA 

57  PRINT "NSYGCGMUUMREAHSTANDARDCHARAC 
TERMODE [ RED , RVS , SPACE4 , RVOFF ,GRAY3] 
DIITNASEMQOMTNPCVNOI"; ' BBWC 

58  PRINT"TACOLYROMEMANCNX[RED,RVS, 
SPACE4 , RVOFF, GRAY3] CDDEIRYMBEDENIO 
ENGTNESERPTONECIVEDAE [RED,RVSJ  "; 

'  BBUC 

59  PRINT" ISPACE3, RVOFF, GRAY3] 
0RFMRASOEREMIBKGBUSOGTUOHTIWNRUTER 
MC [ RED , RVS , SPACE4 , RVOFF , GRAY3 ] 
LQIITHTRRFLOSR"; 'BBIE 

60  PRINT"ETCARAHCCIHPARGMNORPMU [RED, 
RVS , S  PACE4 , RVOFF , GRAY  3 ] 
OOSTSCEYDAERCISABGTCHCTAMSIMEPYTC"; 
'BBEO 

61  PRINT"UOT [RED, RVS, SPACE4, RVOFF, 
GRAY3] RCOLORMEMORYWECIVEDECAFRETNI 
DNU0SYCE[RED,RVS,SPACE14] "; ' BBFT 

62  PRINT" [SPACE63] "; 'BBEM 

63  PRINT" [SPACE6,GRAy3] "; 'BBWH 
65  X$=" [H0ME,D0WN191 "'BCGJ 

69  L$=" [GREEN, RVS]  LETTERS  = [RVOFF, 
GRAY3] ":W$="[GREEN,RVS]  WORD  (S)  = 
[RVOFF, GRAY3] " :CU$=" [GREEN, RVS] 

CLUE  = [RVOFF]   [GRAY3 ] " ' DJTB 

70  WD$=X$+" [DOWNS] ":WD$=WD$+" [GREEN, 
RVS]  ANSWER  = [RVOFF]  [GRAY3]" 
:N$=" [GREEN, RVS]  NUMBER  = [RVOFF, 


GRAY3] "'FPUR 


80 


AN$=" [H0ME,D0WN13,CYANIANSWER 
:  [GREEN] " 'BDCJ 
100  DIM  D(24) ,T(53) ,AA(26) ,BB(29) 

:D(0)=0:T(0) =0'DMTE 
110  FOR  Q=0  TO  26: READ  AA(Q) 

:NEXT  Q'FMCB 
120  FOR  Q=0  TO  29: READ  BB(Q) 

:NEXT  Q'FMHC 
200  READ  A,B,C$:Z=Z+1:IF  A=0  THEN  Z=0 
:RESTORE:GOTO  110'JUQG 
U_210  FOR  Q=l  TO  A:READ  D(Q):NEXT  Q'FKCC 


220 

230 

240 
250 

260 
265 
267 

270 
300 
310 
320 

330 

340 

350 
360 

370 
375 
378 


380 
400 
410 
415 
420 

430 

440 

450 

460 
470 


480 


490 


500 


510 
520 
530 

540 
600 

610 
650 
660 


GOSUB  10000:PRINT  XS;L$;A;W$;B;N$; 

Z:PRINT  CU$;C$:PRINT  WD$;'EKCI 

FOR  Q=1994  TO  1993+A:POKE  Q,160 

:NEXT  Q'GSCG 

IF  T(Z)=0  THEN  300'DIPD 

FOR  Q=1994  TO  1993+A 

IPOKE  Q,D(Q-1993) :NEXT  Q'HXEK 

GET  S$:IF  S$=""THEN  260'EISG 

IF  S$=" [F7]"THEN  400'DFTK 

IF  S$="[F1] "THEN  200'DFOM 

GOTO  260'BDHE 

FOR  Q=l  TO  A'DDDY 

GET  YSiIF  Y$=""THEN  310'EIBC 

IF  Y$=" [Fl] "THEN  Q=A:NEXT  Q:Y$="" 

:GOTO  200'HNUG 

IF  Y$=" [F7] "THEN  Q=A:NEXT  Q:Y$="" 

:GOTO  400'HNAH 

Y=ASC(Y$):IF  Y<65  OR  Y>90  THEN 

310'HPGJ 

PRINT  YS;:NEXT  Q:E=0'DIPF 

FOR  0=1994  TO  1993+A:M=PEEK{Q) 

:IF  M  <>D(Q-1993)THEN  E=1'MCJR 
NEXT  Q'BBKE 

IF  E=l  THEN  GOTO  378'EFHM 

FOR  Q=1994  TO  1993+A:POKE  Q;160 

:NEXT  QiPRINT  WD$;:GOSUB  10050 

:GOTO  300:RETURN'KJOA 

GOSUB  10060:T(Z)=1:GOTO  260'DPAJ 

L=1106'BFWY 

X=PEEK(L) "CEEB 

1=PEEK(L) 'CEOG 

IF  I>128  THEN  POKE  L, (1-128) 

:GOTO  440'GQRH 

POKE  L,  (1  +  128)  'CIMD 

GET  P$'BCVD 

IF  P$=" [Fl] "THEN: POKE  L,X 

:GOTO  200'FKLI 

IF  PS="[F7] "THEN: POKE  L,X 

:GOTO  600'FKSJ 

IF  P$=" [UP] "THEN:IF 

PEEK(L-40)<>160  THEN:P0KE  L,X 

:L=L-40:GOTO  410'NYYT 

IF  P$=" [DOWN] "THEN: IF 

PEEK(L+40)<>160  THEN:POKE  L,X 

:L=L+40:GOTO  410'NYYT 

IF  P$=" [LEFT] "THENlIF 

PEEK(L-1)<>160  THEN:POKE  L,X; 

:GOTO    410'NWPU 

IF    P$=" [RIGHT] "THEN 

:IF    PEEK(L+1)  O160    THEN:POKE 

:L=L+1:G0T0    410'NWJM 

IF    P$="    "THEN:G0SUB    530'EGOD 

GOTO    415'BDJC 

IF    X>128    THEN:X=X-128:RETURN'GLCI 

X=X-M28  :  RETURN  '  DGKG 

V=0:FOR   Q=1106    to    1702 

:IF    PEEK(Q)<128    THEN    V=V+1 ' KWFL 

NEXT    Q:IF    V026    THEN    400'FITF 

V=0:W=0'CFUH 

1702:IF  PEEK(Q) <128 
PEEK(Q) <>AA(V)THEN 


;L=L-1 


L,X 


FOR  Q=1106  TO 
THEN  V=V+1:IF 
W=1'PFRW 
670  NEXT  Q:IF  W=l  THEN  400'EHNL 

700  PRINT" (CYAN, CLEAR, DOWN, SPACE31 OK 

Continued  on  pg.  104 


102     DECEMBER  1987 


our 
ination! 


'f/ 


'Mm 


T**ft*^ 


1 


Are  you  a  graphic  artist?  An  audio/ 
video  specialist?  A  computer  entlju- 
siast?  Just  as  tlie  Commodore 
Amiga  dazzled  the  computer  mrld, 
THE  AMIGA  -  this  sizzling  new  liook 
from  Microsoft  Press  -  will  spur 
your  imagination  to  new  horizons  of 
creativity.  If  you  tiave  some  BASIC 
programming  experience,  get  ready 
to  produce  amazing  results  willt 
your  512K  Amiga  that  go  far  beyond 
the  beginner's  level 

•  Explore  the  possibilities  of  devel- 
oping sophisticated  visual  images 
and  learn  how  to  easily  enhance 
the  power  of  the  Object  Editor 

•  Reproduce  real  and  synthesized 
sound  with  the  Amiga's  built-in 
synthesizer 

•  Create  animated  sequences  and 
record  them  on  videotape 

And  there's  more.  In  addition  to 
information  on  maldng  the  most 
of  Amiga  BASIC,  you'll  discover 
advanced  technigues  for  using  some 
long-awaited,  sensational  software 
-  Deluxe  Paint,  Musicraft,  and 
Deluxe  Video. 

THE  ANim  by  Michael  Boom.  Your 
guide  to  mining  the  rich  artistic 
depths  of  this  fantastic  machine. 
$19.95 


MICROSOFT. 

!•     R     K     S     S 


YES...  please  send  me :  copies  of  THE  AMIGA  at  SI9.95  each.  Please  add 

$2. 00  per  tiook  for  postage  and  handling;  CA  residents  add  6.5%  sales  tax:  WA  state 
residents  add  8. 1%:  MA  and  MD  residents  add  5%.  Allow  4  weeks  for  delivery 

Name 

Address 

City 


.State - 


.Zip. 


Payment:    D  Check/Money  Order 
Credit  Card  No , 


D  VISA    O  ti/lasterCard   D  American  Express 
Exp  Date 


Send  order  to:  Microsoft  Press,  P.O.  Box  1532,  Hagerstown.  MD  21742 
Toil-Free  Ordering  Number:  800-638-3030:  in  Maryland,  call  collect,  824-7300. 


AMCA 


lame  Programs/ Cross-Search' 

Continued  from  pg.  102 


710 


720 


730 


740 


750 


760 


770 


780 

790 
800 


801 

802 

805 

810 
815 
820 
830 

840 
850 

860 

865 

899 
900 


910 

920 

1000 


1001 
1002 


1003 


1004 


1005 


[YELLOW, SPACE2] YOU  HAVE  MADE  IT 
THIS  FAR,  BUT"'BAAM 
PRINT" [SPACES] THERE  IS  ONE  MORE 
CHALLENGE.": 'BBSL 
PRINT" [WHITE, DOWN, SPACE3] 
THE  LETTERS  LEFT  BY  THE  PUZZLE 
ARE! ! ! [D0WN2] " ' BAUN 
FOR  Q=55543  TO  55569:POKE  Q,5 
:NEXT  Q'FRDK 

FOR  Q=l  TO  26:POKE(1271+Q) ,AA(Q) 
:NEXT  Q'GUGN 
PRINT" [WHITE, SPACE4] 
USING  THESE  LETTERS, 

ANSWER  THIS! I ! " ' BAOQ 
PRINT" [D0WN,SPACE4] 
'HOW  DO  YOU  FEEL  ABOUT 
COMPUTING?' "'BAMR 
PRINT" [DOWN, CYAN]  HINT 
: [YELLOW, SPACE2]THE  ANSWER  IS 
FOUR  WORDS  IN"'BAGT 
PRINT" [SPACES] LENGTH  AND  THE 
LETTERS  ARE  AS "'OAKS 
PRINT" [SPACES] FOLLOWS." 'BATN 
PRINT" [DOWN, GREEN , SPACES] 
PGUTICOMN  SI  WYAALS 
TNACATFIS"'BACM 

PRINT" [DOWN 2, WHITE, SPACE 17,*, 
SPACE2,",SPACE6,'] "'BACH 
PRINT" [DOWN, SPACE12] 
INCLUDE  THESE  SPACES .'"  BAFL 
AN$=" [HOME, D0WN18, CYAN] ANSWER 
:  [GREEN] "'BDCM 
GOSUB  10010:PRINT  AN$;'CKNG 
FOR  Q=l  TO  29: ' DFDK 
GET  Y$:IF  Y$=""THEN  820 ' EIHI 
Y=ASC(Y$):IF  (Y>90)  OR  (Y<65)  AND 
(Y032)  THEN  820'KYDR 
PRINT  y$;:NEXT  Q:W=0'DIIJ 
FOR  Q=l  TO  29:M=PEEK(1751+Q) 
:IF  M<>BB(Q)THEN  W=l ' LWKT 
NEXT  Q:IF  W=l  THEN:GOSUB  10050 
:GOTO  810'GOUO 
FOR  Q=0  TO  5:G0SUB  10060 
:NEXT  Q'FLMS 
END'BACU 

DATA  0,1,1,19,20,3,1,14,9,19,9,20, 
1,3,6,7,9,12,13,14,15,16,19,20,21, 
23'BPCP 

DATA  25,0,3,15,13,16,21,20,9,14,7, 
32, 9, 19, 32, 1,1 2, 23, 1,2 5, 19 'BFOO 
DATA  32,6,1,14,20,1,19,20,9,3' BYLK 

DATA  24,3," (VIC) ",22,9,4,5,15,9, 

14,20,5,18,6,1,3,5,3,15,14,20,18, 

15'BFKF 

DATA  12,12,5,18'BKGV 

DATA  21, 3, "ORIGINAL  MODE  ON 

POWER  UP  AND [SPACE31 PROGRAMMING", 

19,20,1,14,4'BSAK 

DATA  1,18,4,3,8,1,18,1,3,20,5,18, 

13,15,4,5'BMDD 

DATA  20, 3, "(SID) ",19,15,21,14,4, 

9,14,20,5,18,6,1,3,5,4,5,22,9,3, 

5'BDNI 

DATA  18 , 3 , " ( RAM) ",18,1,14,4,15, 


13,1,3,3,5,19,19,13,5,13,15,18, 
25'BCXJ 

1006  DATA  18,3," (E.M.)  RETURN  BEFORE 
OR  LACKING  GOSUB" , 18 , 5 , 20 , 21 , 18 , 
14,23 'BALN 

1007  DATA  9,20,8,15,21,20,7,15,19,21, 
2'BDMF 

1008  DATA  17, 3, "MATHEMATICAL 
SEQUENCE", 15, 18, 4, 5, 18, 15, 6, 15, 
16,5,18,1,20,9'BQWP 

1009  DATA  15,14,19'BIQE 

1010  DATA  17, 2, "THEY" RE 

NGN- ALPHANUMERIC", 7, 18, 1,16, 8, 9, 
3,3,8,1,18,1,3,20'BMRI 

1011  DATA  5,ia,19'BHBV 

1012  DATA  17, 2, "PRODUCES  WAVEFORMS ", 5 , 
14,22,5,12,15,16,5,7,5,14,5,18,1, 
20'BSRJ 

1013  DATA  15, 18, 16, 3, "(E.M.)  NO 
PERIPHERAL  DEVICE" , 4 , 5 , 22 , 9 , 3 , 5 , 
14,15,20'BIDK 

1014  DATA  15,18,5,19,5,14,20'BSUB 

1015  DATA  15, 2, "POKE  5 3281 , X" , 2 , 1 , 3 , 
11,7,18,15,21,14,4,3,15,12,15, 
18'BTWK 

1016  DATA  15, 2, "LOCATION  OF  CHARACTER 
PATTERNS", 3, 8, 1,18, 1,3, 20, 5, 18, 
13,5'BGQO 

1017  DATA  13,15,1S,25'BLKD 

1018  DATA  15, 2, "COMPUTER  LANGUAGE" , 13 , 
1,3,8,9,14,5,12,1,14,7,21,1,7, 
5'BPLO 

1019  DATA  15, 2, "THE  BRAINS  OF  THE 
COMPUTER", 15, 16, 5, 18, 1,20, 9, 14, 7, 
19,25'BJWR 

1020  DATA  19,20,5,13'BKHW 

1021  DATA  14,3," (ROM) ",18,5,1,4,15,14, 
12, 25, 13, 5, 13, 15, 18, 25 'BSIF 

1022  DATA  14, 2, "STORAGE  ADDRESS ", 13 , 5 , 
13,15,18,25,12,15,3,1,20,9,15, 
14'BSHJ 

1023  DATA  13, 3, "(E.M.)  256 
CHARACTERS", 19, 20, 18, 9, 14, 7, 20, 
15,15,12,15,14,7'BQOL 

1024  DATA  12,2," (E.M.) STRING  INSTEAD 
OF  A  NUMBER", 20, 25, 16, 5, 13, 9, 19, 
13,1'BEKN 

1025  DATA  20,3,8'BGRB 

1026  DATA  12,1, "NON-GRAPHIC 
CHARACTERS ",1,12, 16, 8, 1,14, 21, 13, 
5,18,9,3'BKRO 

1027  DATA  12,1, "INSTRUCTIONS  CAPABLE 
OF  BEING [SPACE3] PROCESSED  BY  THE 
COMPUTER" 'BFHS 

1028  DATA  16,18,15,7,18,1,13,13,1,2, 
12,5'BFXJ 

1029  DATA  12, 2, "1024  TO  2023" , 19 , 3 , 18 , 
5,  5, 14, 13, 5, 13, 15, 18, 25 'BMDO 

1030  DATA  12,2,"(RND)  0.000000001  TO 
0.999999999", 18, 1,14, 4, 15, 13, 14, 
21,13'BFGI 

1031  DATA  2,5,18'BGUX 

1032  DATA  12, 2, "EIGHT  TO  THE  RIGHT  OF 
KEYBOARD" ,6,21,14,3,20,9,15,14, 

Continued  on  pg.  106 


104     DECEMBER  1987 


MONEY-BACK  GUARANTEE   *   TOLL-FREE  24  HOUR  ORDER  LINE 

WIDE  SELECTION    *    NO-NONSENSE  LOW  PRICES    *    FREE  CUSTOMER 

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PERSONAL  ATTENTION    *    FOREIGN,  CANADIAN,  &  SCHOOLS  WELCOME . . . 


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GRAPHICS  &  CAD 


Anti-Glare  Screens 

Qanner  Machine  JDrairjIi 

BSSICBIPalKni 

SCREEN  f/XISoloUnlmim 

BitlbuardMiiheiiSoTUnlnnld) 

CAD3D(IHT1 

Call  pak-B4  (Abacus) 

Cadpik-IZB (Abacus) 

CUnreiliJIB-Warel 

Cybervidet  I  Touchslonel 

DootlleiCrvsiaiRosel 

Fleir(lr»w5.5(ini<well) 

Liglilpen  I70C 

Ughlpen  1S4C 

FlexiFont 

GsllErids-  each 
Koliday/CIip  Art  l/Clip  Arl  11/ 
Borders/Animals/FuWHsIic/ 
Graphics  IntegralDf  2  ikikweilf 
Graphic  Label  Wizard  I  KFd  jdK  1 
Giaphics  Tranflormer  iCDA} 
HprnQ  [}esigner12B  (Kerdalli 
Icon  Factory  I  Solo  Urimid) 
Maving  Pictures  ICDA} 
Perspeclivesll  iKira) 
Picasso  s  Revenge  iProgress) 
PtioloFinislliSolUnlmldl 
Pop-Up  GreHingslPstechi 
Prlnlmasler  Plus  (Unison) 

Art  Gallery  I  w  II 


AIDS'UTIUTIES 

1541/1571  Dr  Align  (Frei!5n)  20 

10/SO  Column  Switch  Cables  19 

flsseint:le//MonitDr  (fibjcjs)  29 

Basic  BlPutechi  ID 

BASIC  Conipllar12B  (Abacus)  45 

BASIC  Compiler  64  (Abacus)  ?9 

BBSConsiruclicnSeKKirjl  41 

Big  BiuE  Re2d£f  (Sbg'Aab^  25 

Big  Biui!  n<i>i3ef  CP/M  32 

Bobslerm  PrD54  i^rci^'esri  39 

BobslermPro12B(Prcqre5SI  49 

COBOL  G4  (Abacus)  29 

CommunlcatotMIFRSPflT)  20 

Gnome  Kit  64/128  (Kiral  29 

Gnome  Speed  12B(Kiriil  39 

Gnome  Mae  IZBiKira)  10 

Hot  Shot  lnlerface[Omnii|  49 

How  To  Get  Most  GEOS  Book  13 

How  To  Get  Moit  GEOS  Disk  9 

Kran  Pascal  64  or  12B  52 

Merlin  64  (Sms- Waonri  39 

Merlin  128  (Roq^rV/agner)  49 

Phy  E>am  1541  or  1S?1  (Carol  29 

Power  A!Semt)ter64/12BiS::i  3D 

Power  C  64/123  SC"  30 


Pro^fammer's  ToolBoni'ji'^'"!  S17 

Pro1olerm1?8  12 

Super  C  1 28  or  64  (Abacus)  45 

Super  GraphiK  iXetecl  69 

$upeiki!1541  iPrisml  25 

Super  Rasi:al12B  or  64  (Abaci  45 

Super  Snapshot  (KJax)  49 
SYSRESEntianced  (Goto  Marl)  32 
Tri!Ub>eshoi>ti  Repair  C64  Book     IS 

Turbo  Load  4  Save  Cart' 53'nn I  ig 

CPMKiH2Bl'r^c,Vi  25 

TSOS  Super  Asstmbler  39 

HOME/BUSINESS 

Accountant  128  t-S  119 

AdO-Dn  modules  55 

BESTA/PorA/B  45 

BEST  O/L  Of  Invsntory  45 

BEST  Project  Planner  50 

Business  Form  SlvopfSoinnl  3D 

Checkbook  1 28 1  (.-..A^ei  17 

CMS  Accounting  12B  129 

Inventory  Module  53 
Easy  Woiklng  Filer/Planner 

OfWriterfScrrl  10 
Fleet  System  2 -^  (P'cfessionai!     39 

ReelSysteii!4(Professionaii  59 

Fleel  Filer  64  (Profess  orKi)  29 

FlnFile64oi12aiCiiriiniat)  39 

Fontmasler126(Xslecl  39 

FontmasterllMixeiec)  35 

GE0S128(Berke1eyi  49 

Add-ons  call 

DE0S64(a9fl<elevl  39 

Gflopiinl  or  Gocdei  29 

Geocalc  or  Geofile  35 

FontpaklorOeskpikl  22 

Wriler's  Workshop  33 

MIcrolawyer  iPro[]rr^s5)  45 

J  Klasser  Mcney  Manager  69 

Money  Morning  Manager  30 

PocketSuperpak64'D:S5i  49 

Pocket  Superpak  2  64/123  69 

Pocket  Dictionary '  n  5  5i:i  i  10 

Pockel  Writer  64  (Din  Son  29 

Pocketl«ri!er2(Dn5ai|  45 

Superbise  64  49 

Sut>ert)ase  123  55 

Su)>8rstripll23  49 

ThoughtForm  64  (Gallery)  26 

Vi;tstaforVizlwrite12S  65 

WordPro  12S/Speil/Filepro  30 

WordPro  64/Spell/TurbO  30 

PERSONAL 

Bridgemaster  iF,?c^rsQ((i  12 

CardtoEirercisefBsdvogi  69 

Celebniy  Cookbook  (V5"i  -  25 


Classical  Music  iSIr  ce'l  S9 

Crossword  I  n.iaarsdt)  12 

Disk/Video/Mag  Catalo<tue  128  29 

Dream  AnalayzeriMerrrd  25 

Enhanced  SIresi  (Bodvibgi  199 

FamilyTreel28or64(Genea11  39 

Heirtlab  (Bcflylogl  49 

Muscle  DevelopmenllBodyiogl  54 

Pedigree  .C.eneal)  59 

Seiuil  Edge  (Merrill)  20 

Standard  Stress  IBiHylog)  39 


EDUCATIONAL 

Ftshet  price 

Peter  Rabbit  Reading  13  6i  19 

Peter  &WoM  Music!  3-7)  19 

Jungle  Book  Realling(6'9l  19 

First  Man  in  Moon  Malh  ('3  +  )  19 

Wtdham  Classics  Graphic  Adven 

Alice  in  Wonderland  lie  +  I  9 

Tieasure  Island  (10  + )  9 

l»!aido10riiQ  +  >  9 

Swiss  Family  Robinson  (to -I- 1  9 

Below  the  Root !  1 0'  -1-  i  9 

Kayden  Score  Imp  For  SAT 

Maih/VerbalandEiams  35 

Spinnaker 

Ficamaker  (3-31  22 

Alphabet  Zoo  (3-71  IB 

Kids  on  Keys  (4-9)  IB 

MalhSuslirsrS  141  22 

KiOwriler(6-10)  22 

Homework  Helper  Math  no -I- )  29 

Homework  Helper  Wrlle  (10  -f )  29 

Early  Learning  Friends  (3&I  6 

Grandma's  HQuse  6 

Educational  Videos-Spinnaker 

Readers  of  l.ost  Alpha  ifj-3i  12 

Adventures  o1  Time  Tail  i5-8i  12 

Search  lor  stolen  Senisnte  1 2 
Close  Encounters  ol  MaDi  Kirid12 

Captain  Kangaroo  Videos 

Right  Thing  To  Do  1 3-3i  9 

Fivorlle  Adventures  i]'Sl  9 

Tales  From  Mother  Goose  I3'8l  9 

SiilyStories/ScaryTales  3  81  9 

Beat  The  SAT -Verbal  Video  IS 

Real  The  SAT  -  Math  Video  1B 

Whoie  Brain  Spell  fSublogic)  EA  25 


PagesetteriilcaD'S-i 

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Publisher  1000 1  NESoltl 
Logrsl±x  (Piogress) 
Leicheck  (CDA) 
Scribble  (Bro^nWI 
Talking  Coloring  Book  IJMH1 
Superbass  (ProQress) 
rVTerrtlB-ownWl 
Videostapt  (Aegis) 
WordjerlKt 
Draw  Plus  (Aegis) 
Digli  lAegiji 

VlZiWrrielPriMr5S5l 

Amiga  50()-51 2  Eip  Boards 
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uilng  krylrajrit  (onUol  at  by  pcnilionirf;  llx 
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Ftirum 

uwr   ID 

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Cnrirfltkd  by  (Pr*t«^k,I  mh"  P-"^  K^jU  Pid   .  4up,r  ^tuh.  .  ri*»l  Pm-   .  Ti^h  St. 

rh     and 

tit  Sen. 

Eilrnuvv  H«lp  \t«nui  lo  jid  latn 

Phfli  diiBipfiiiliiini 

Libtarv  of  lubronnun  •nih  dMUinvAUIion  iVc^t  Ihc-  rittc  ot  >U  fLK^rtl.  ll^'t^  II 

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Game  Programs /Crass-Search 

Continued  from  pg.  104 

11,5'BGDM 


1033  DATA  25,19'BFCA 

1034  DATA  12, 2, "UPPER  AND"  LOME R-CASE 
LETTERS  AND  GRAPHIC  CHARACTERS", 
3,8,1'BLEQ 

1035  DATA  18,1,3,20,5,18,19,5,20'BWBF 

1036  DATA  11, 2, "55296  TO  56295", 3, 15, 
12, 15, 18, 13, 5, 13, 15, 18, 25 "BLKM 

1037  DATA  11, 2, "POKE  53280 , X" , 2 , 15 , 18 , 
4, 5, 18, 3, 15, 12, 15, 18 'BJIM 

1038  DATA  11, 2, "80  CONSECUTIVE 
CHARACTERS", 16, 18, 15, 7, 18, 1,13, 
12,9,14,5'BJSR 

1039  DATA  11,3," (E.M.)  NO  MORE  (RAM)", 
15,21,20,15,6,13,5,13,15,18, 
25'BLEQ 

1040  DATA  10, 2, "NUMBERS  REPRESENTING 
CHARACTERS", 19, 3, IB, 5, 5, 14, 3, 15, 
4,5'BEKL 

1041  DATA  10, 2, "COMMANDS  EXECUTED 
IMMEDIATELY ",4,9, 18, 5, 3, 20, 13, 15, 
4,5'BEXM 

1042  DATA  10,1, "POINT  FOUND  BY  ITS  X 
AND  Y  VALUE", 3, 15, 15, 18, 4, 9, 14,1, 
20,5'BFCN 

1043  DATA  10,1, "PRINTER,  DISK  DRIVE, 

TAPE  PLAYER,  AND  OTHER  DEVICES", 
16,5'BKJQ 

1044  DATA  18,9,16,8,5,18,1,12'BTQF 

1045  DATA  10, 2, "NOTHING  BETWEEN  TWO 
QUOTES ",14, 21, 12, 12, 19, 20, 18, 9, 


Attention 
Programmers 

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14,7'BIXQ 

1046  DATA  10,1, "SMALL  PROGRAM  IN 
LARGER  PROGRAM" ,19,21,2,18,15,21, 
20,9,14'BFSR 

1047  DATA  5, 9,1, "CONNECTION  BETWEEN 
COMPUTER  AND  PERIPHERAL" , 9 , 14 , 20 , 
5,18'BTMT 

1048  DATA  6, 1,3, 5, 9,1, "SOUND  WAVES 
PER  SECOND", 6, 18, 5, 17, 21, 5, 14, 3, 
25'BKVS 

1049  DATA  9,1, "EITHER  TRUE  OR  FALSE", 
3, 15, 14, 4,  9, 20, 9, 15, 14 'BCGR 

1050  DATA  8, 1, "TRIANGLE,  SAWTOOTH, 

PULSE,  NOISE", 23, 1,22, 5, 6, 15, 18, 
13'BATM 

1051  DATA  8,1,"(K)  1024 " , 11 , 9 , 12 , 15 , 2 , 
25,20,5'BASF 

1052  DATA  7,1, "PERFORM  A  COMMAND", 5, 
24,5,3,21,20,5'BVEJ 

1053  DATA  7,1, "BASIC  INSTRUCTION" , 3 , 
15,13,13,1,14,4'BWYK 

1054  DATA  7,1,"BIT=(0  OR  OFF) " , 4 , 9 , 19 , 
1,2,12,5'BUXJ 

1055  DATA  6,1, "COMPRESS  A  PROGRAM" , 3 , 
18,21,14,3,8'BTUM 

1056  DATA  6,1, "FLASHES  ON  AND  OFF", 3, 
21,18,19,15,18'BVPN 

1057  DATA  6,1,"BIT=(1  OR  ON)", 5, 14,1, 
2,12,5'BSGM 

1058  DATA  6,l,"BASE-2  S YSTEM" , 2 , 9 , 14 , 
1,18,25'BTPN 

1059  DATA  5,1, "BEGINNER'S  ALL-PURPOSE 
SYMBOLIC  INSTRUCTION  CODE", 2,1, 
19,9'BNVX 

1060  DATA  3, 5,1, "ONE  DOT  RESOLUTION", 
16,9,24,5,12'BTUI 

1061  DATA  4,1," (S  SHIFT  A)  OR  S 

[SHFT  A] ",19,1,22,5'BOAH 

1062  DATA  4,1,"(TI) ",20,9,13,5'BOWF 

1063  DATA  4,1,"(G  SHIFT  0)  OR  G 

[SHFT  O] ",7,15,20,15'BPDJ 

1064  DATA  4,1," (R  SHIFT  E)  OR  R 
[SHFT  E] ",18,5,1,4'BNHK 

1065  DATA  4,1, "UPPER  RIGHT  HAND 
CORNER" ,8,15,13,5' BOLN 

1066  DATA  4,1," {P  SHIFT  O)  OR  P 
[SHFT  0] ",16, 15,11, 5'BPPN 

1067  DATA  0,0,"0",0'BGYH 

10000  FOR  Q=1784  TO  2023:POKE  Q,32 

:NEXT  Q: RETURN 'GRYX 
10010  FOR  Q=1744  TO  1783:POKE  Q,32 

:NEXT  Q'FQNX 
10020  FOR  Q=1752  TO  1780:POKE  Q,160 

:NEXT  Q'FRJY 
10030  POKE  1761,32:POKE  1764,32 

:POKE  1771,32'DXRA 
10040  FOR  Q=56024  TO  56052:POKE  Q,5 

:NEXT  Q: RETURN 'GSFC 
10050  POKE  S+4,33:FOR  Q=0  TO  500 

:NEXT  QiPOKE  S+4 , 32 : RETURN ' JUHF 
10060  FOR  C=0  TO  3:P0KE  S+11,17 

:FOR  F=0  TO  150:NEXT  F 

:POKE    S+11,16:F0R    F=0    TO    50 

:NEXT   F'PHRH 
10070    NEXT    C: RETURN 'CCPY  ENID 


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ACTIVISION 

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2002  MONITOR  ,  249.99 


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DATA  EAST 

COMMANDO 19.99 

EXPRESS  RAIDER 19,99 

KARATE  CHAMP 9.99 

KUNGFU  MASTER 9.99 

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BREAKTHROUGH 19.99 

DATA  SOFT 
ALTERNATE  REALITY 

CITY 19.99 

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ZORRO 11.99 

ALTERNATE  REAL 

DUNGEON 25,99 

DIGITAL  SOLUTIONS 

POCKET  FILEB64    24.99 

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POCKET  PLANNER  64 24.99 

POCKET  PLANNER  2 36.99 

POCKET  PLANNER  128  ,  .  .    29.99 

POCKET  WRITER  64    24.99 

POCKET  WR  ITER  12B    29.99 

POCKET  WRITER  2    36.99 

ELECTRIC  DREAMS 

ROCKY  HORROR 12.99 

SPIN  DIZZY 9.99 

TITANIC 12.99 

ZOIOS 9.99 

ELECTRONIC  ARTS 

ADVENTURE  COW  SET  .  ,  .  .25,99 

AGEOFADV 9.99 

AMERICAS  CUP 21.99 

ARCHON 9,99 

ARCH0N2 9.99 

ARCTIC  FOX 21.99 

AUTO  DUEL    32.99 

BARD'S  TALE 25.99 

BARD'S  TALE  2. 25.99 

BATTLE  FRONT 26.99 


CARRIERS  AT  WAR 32.99 

CHESTMASTER2000 2S,99 

ONE  ON  ONE      9.99 

HEART  OF  AFRICA 9.99 

LORDS  OF  CONQUEST 21.99 

MARBLE  MADNESS 19.99 

MOVIEMAKER 9.99 

MUSIC  CONSTRUCTION  .  .  .  .9.99 

OGRE    25.99 

PEGASUS 59.99 

PINBALL   9.99 

RACING  CON   9.99 

REALMIMP 9.99 

SEVEN  CITY 9-99 

SKY  FOX 9.99 

STAR  FLEET 25.99 

SUPER  BOULDERDASH 9.99 

TOUCHDOWN  FOOTBALL  .  .  .9.99 

ULTIMA  3 32.99 

ULTIMA4 38.99 

WORLD  TOUR  GOLF 1 9.99 

DAN  DARE 12.99 

EARTH  ORBIT M9.99 

LEGACY  ANCIENTS 19.99 

ROAD  MOSCOW 25.99 

RUM  MEL  BATTLES 25.99 

RUSSIA 24,99 

SANXiON ,  ,-12.99 

VIDEO  TITLE  SHOP   19.99 

EPVX 

DESTROYER 24.99 

JETCOMBAT  12.99 

MOVIE  MONSTER    24.99 

ROGUE 24.99 

SUB  BATTLE 24.99 

SUMMER  GAMES 12.99 

SUMMER  GAMESII   24.99 

SUPER  CYCLE 12.99 

TEMPLE  APSHAI    12,99 

WINTER  GAMES 24.99 

WORLD  GAMES 24,99 

STREET  SPORTS 

BASEBALL 24,99 

STREET  SPORTS 

BASKETBALL    24.99 

CALIFORNIA  GAMES 24.99 

FIREBALL 

ELITE 19,99 

THE  PAWN 24.99 

STARGLIDER 24,99 

TRACKER 24.99 

GAMESTAR 

GPL  FOOTBALL 21.99 

OM  COURT  TENNIS 1 7,99 

TWO  ON  TWO  BASKETBALL21  -99 
BASEBALL/FOOTBALL  9,99 


"^^ 


fz.  commodors 


INFOCOM 

HITCH  HIKERS  GUIDE 24.99 

HOLLYWOOD  HIJINX      24  99 

LEATHER  GODDESSES  -  -  -    24.99 

MOON  MIST 24.99 

WISHBRINGER 9,99 

ZORK  TRILOGY 36.99 

3DRK2   14.99 

ZORK  3   4.99 

SUSPENDED 4.99 


SSI 

BATTALION  COMM 24.99 

BATTLE  CRUISER   36.99 

BATTLE  GROUP 36.99 

CARRIER  FORCE 36.99 

RGHTER  COMMAND 36-99 

PHANTASIE2 24.99 

PHANTASIES 24.99 

QUESTRON 24,99 

RINGS  OF  ZILFIN 24.99 

REBEL  CHARGE 29.99 

WAR  GAME  CONST 19.99 

WAR  SOUTH  PACIFIC   36.99 

B-24 22.99 

REALMS  DARKNESS 24.99 

PRESIDENT  1988 14,99 

SPINNAKER 

ALF 4.99 

KUNGFU  1    9.99 

KUNGFU  2 9.99 

STRIKE  COBRA 9.99 

Z-PILOT    5.99 

FILER  6,99 

PL-ANNER 6,99 

WRITER 6.99 

DARK  TOWER 6,99 

STAR  TROOPER 6,99 

BAZOOKA  BILL    1 1 .99 

ROGUE  TROOPER    11.99 

SKY  RUNNER 17.99 

KARATE  CHOP     6.99 


MISC.  SOFTWARE 

ENTERTAINMENT 
SUPERSTAR  ICE 

HOCKEY   21,99 

HYPER  SPORTS 9.99 

MIKIE - 9.99 

TRACK&FIELD 9.99 

KUNGFU 9.99 

PIRATES 24,99 

DEFENDER  CROWN    21.99 

DARK  HORN 17.99 

STORM 6.99 

DEEP  SPACE    24.99 

THUNDER  CHOPPER 17.99 

UP  PERISCOPE 17,99 

BRIDGE  4.0 14.99 

STRIP  POKER 18.99 

SUPER  BOWL  SUNDAY 22,99 

GHOST  &  GOBLINS 18-99 

GUNSMOKE -    18.99 

TROJAN 18.99 

1942 18.99 

CIRCUSCHARLIE 9.99 

GRAOIUS 16-99 

PING  PONG 9,99 

IRON  HORSE   18.99 

JAIL  BREAK 18,99 

RUSH  &  ATTACK 18.99 

SUPER  BASKETBALL 18.99 

F-15     , 21.99 

GUNSHIP    22.99 

SILENT  SERVICE 22.99 

TOP  GUNNER 15,99 

MICRO  LEAGUE 

BASEBALL 24,99 

BOP&WRESTLE 18.99 

PAPER  BOY   24.99 

SUB  LOGIC 

BASEBALL 32.99 

FOOTaALL   26.99 

aiGHTSIM 22.99 

GAUNTLET  24-99 

MSC.  SOFTWARE 

UTILITIES 

PAPERCLIP 26,99 

BLAZING  PADDLES 22.99 

WORD  WRITER  3 29.99 

PAPERCLIP  II     47.99 

DATA  MANAGER  128 39.99 

PARTNER  128    39.99 

SWIFTCALC  128    39.99 

WORDWRITER  128 39.99 

TRIO  128 42.99 

TIMEWORKS 

DESK  TOP  PUBLISHER  ....  39.99 

FAST  LOAD  22.99 


PRINTERS 

STARNPIO 129  99 

STARNXIO 159.99 

STARNX1000 169.99 

EPSON  LXeOO 169.99 

XETEC  JR. 
INTERFACE  34  99 


PRINTERS 

PANASONIC  10301 149.99 

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PANASONIC  10921    299.99 

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INTERFACE  ,    ,  54,99 


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P.O.  BOX  1 3428  COLUMBUS.  OBIO  432 1 3 


JIFFIES" 


by  Michael  D.  Leidel 


Compare-PGM 

Forthe64,128andPlusl4 


Programmei-s  often  save  the  same  program  on  more  than  one 
disk  or  under  diflFerent  filenames  on  the  same  disk.  There  may 
be  several  reasons  for  making  multiple  copies  of  a  progi-am: 
backing  up  for  security,  pit)gi-ain  development,  or  distribution  to 
usei-s.  Finally,  a  progi-am  might  accidentally  be  saved  on  a  dif- 
ferent disk. 

In  any  case,  if  one  of  the  duplicated  versions  is  altered  then 
they  are  no  longer  the  same  program.  If  modifications  ai-e  made 
to  one  of  several  copies  we  need  a  way  to  know  which  one  has 
been  altered.  Even  if  we  know  which  one  was  changed,  how  will 
we  remember  exactly  what  changes  were  made? 

The  VERIFY  Command 

The  VERIFY  command  will  tell  us  that  two  programs  ai-e  dif- 
ferent. If  there  are  more  than  two  programs  to  he  checked,  VER- 
IFY can  quickly  find  the  altered  vei-sion.  However,  VERIFY  will 
never  tell  us  where  the  progi'ams  difler. 

Documentation 

Documenting  pi-ograni  changes  in  REM  statements  could  be 
the  best  solution.  Changes  could  be  noted  in  REM  statements 
near  the  beginning  of  the  progi-am.  The  date,  line  number  and 
comment  for  each  change  would  suffice.  For  example: 

110  REM  7;20/87:801:in.serted  line 

112  REM  8/5/87:810-855:new  merge  logic 
Even  a  single  date  of  the  last  update  as  a  comment  would  help. 
However,  because  we  are  human  no  matter  how  dedicated  we  be- 
come at  documenting  programs,  errors  will  be  made. 

Compare-PGIVI  pro\ides  an  answer 

Compare-PGM  is  a  progi-ammei's  tool  to  help  find  program- 
matic differences  between  two  PGM  disk  files.  It  can  be  ran 
without  modification  on  the  64, 128  and  Plus'4  computers.  It 
reads  each  program  at  the  same  time  comparing  them  —  line  by 

Etrfnri-  Ijping ihis  program,  rrad  "How  to  Enicr  Progfjms"  anJ  "Hon-  lo  I'st  the  MasJ^in* 
tniry  Program "  Thi'  B.^SIC  programs  in  thi.s  magaiini'  iri.-  availihk'  un  ikk  from  I.oaih>ur, 
P.O.  Box  3000",Shrevcpori.  U  "11<(I  UOO",  t-8IMl-HM-2694. 


Compare-PGM 


110 


120 


130 


140 


150 


CI 


PRINT" [CLEAR, RVS, SPACES, SHFT 

[SHFT  0]   [SHFT  M]   [SHFT  P] 

[SHFT  A]   [SHFT  R]   [SHFT  E,SPACE2, 

SHFT  P]   [SHFT  G]   [SHFT  M,SPACE12, 

RVOFF) "'BAJJ 

PRINT" [DOWN, SHFT  E] NTER [SPACE2 ) 

FIRST  [SHFT  P,SHFT  G,SHFT  M] 

FILE  NAME": INPUT  F1$'CECH 
PRINT" [SHFT  E]NTER  SECOND  [SHFT  P, 
SHFT  G,SHFT  M]  FILE  NAME" 
:INPUT  F2$'CEHI 
PRINT:PRINT" [SHFT  P] 
RESS  'Q'  TO  QUIT,  [SHFT  P] 
RESS  ANY  OTHER  KEY"'CBLL 
PRINT" [SPACE?) TO  HALT  AND  RESART." 
:PRINT'CBOH 


Easily  compare  any  two  program  listings  to 
find  changes,  insertions  and  deletions. 

line.  It  takes  several  short-cuts  by  passing  over  spaces,  colons 
and  REM  statements  since  logically  they  don't  make  a  differ- 
ence. Compare-PGM  compares  one  progi'am  file  against  a  sec- 
ond, listing  by  line  number  all  CHANGES,  INSERTS  and  DE- 
LETES occurring  in  the  second  program. 

USING  Compare-I»GM 

Compare-PGM  is  small  and  easy  to  use.  First,  the  programs 
to  be  compared  must  be  saved  on  the  same  diskette.  Then 
LOAD  Compare-PGM  and  RUN.  When  you  enter  the  filenames 
of  the  programs,  remember  that  the  Compare-PGM  will  list  the 
line  numbers  fiTjm  the  second  progi'am  that  are  found  to  be  dif- 
ferent. After  entering  the  filenames,  you  may  select  whether  to 
print  the  output  on  the  (Slci-een  or  (Plrinter  While  the  program 
is  running,  press  "Q"  to  end  the  program  and  press  any  other 
key  to  pause  and  resume.  Q 


160 

165 

170 
180 

190 

200 

210 
220 

230 
240 

250 


R$=CHR$ (143) : INPUT" { [SHFT  S) 

)CREEN  OR  ([SHFT  P])RINTER"; 

V$'DLWL 

OPEN  2,8,2,F1$+",P,R" 

:OPEN  1,8,15' DQCM 

INPUT#1,E,E$:PRINT  E,E$,F1$ 

:IF  E>0  THEN  700'FVMJ 

OPEN  5,8, 5,F2$+",P,R":INPUT#1,E,E$ 

:PRINT  E,E$,F2$:IF  E>0  THEN 

700'HGFO 

GOSUB  660:PRINT:PRINT" [SHFT  MJ 

ODIFICATIONS  TO  "; F2$ ;":": PRINT 

:GOSUB  680'FPRP 

GET#2,A$,AS:GET#5,A$,AS 

: GOSUB  420'DVBB 

L1$=""'BDHX 

GET#2,A$:IF  ST>0  THEN  E2=l 

:GOSUB  430:GOTO  280'HUSG 

IF  A$=""THEN  RF=0:GOTO  280'FJGE 

IF  A$="  "OR  A$=":"THEN  220'FHEE 

IF  RF  THEN  220'CFSD 

Continued  on  pg.  126 


108    DECEMBER  1987 


imMMiiMMhim 


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Adventure  Road 

Continued  from  jig.  48 

Then  you  can  move  the  light  about  to 
spothght  other  ai-eas  in  the  square.  With- 
out a  light,  you  can  "feel"  yom-  way 
around  in  the  dark  by  choosing  "what  is" 
and  scanning  the  room  \\ith  the  cursor. 
That  enables  you  to  find  light  switches. 
The  game  has  five  alternative  endings,  so 
you  can  play  it  more  than  once.  (A  sepa- 
rate disk  is  i^equired  for  each  saved  game 
position.) 

To  Outer  Space 
and  Spanish  Main 

Even  more  action  awaits  those  who  en- 
ter the  world  oWan  Dare.  Pilot  of  the  Fu- 
ture. Based  on  a  British  comic  strip  char- 
acter, Dan  Dm-e  is  an  action-style  adven- 
ture that  combines  arcade  thrills  with  ob- 
ject-oriented puzzles  as  you  tiy  to  prevent 
an  asteroid  finm  crashing  into  eaiih. 

Mekon,  an  evil  alien,  has  progi'ammed 
the  asteroid  on  the  collision  com-se  as  a 
way  of  forcing  earth  to  sun-ender  to  him. 
His  main  base  is  on  the  asteroid,  depicted 
with  TV-stry'le  cartoons  and  exceptional 
animation,  where  you  must  also  rescue 
some  of  your  ftiends  fi-om  the  alien 
Treens.  A  joystick  interface  lets  you  move 
Dan  around  and  make  decisions  involving 
objects  that  may  be  manipulated.  Look  for 
another  Electronic  Ai1s  import  soon  — 
Dragon's  Lair.  This  one  combines  all  the 
sequences  fitim  the  arcade  games  (Both 
Lair  I  and  Lair  IL  all  on  the  same  disk) 
into  a  fast-moving  action  adventure. 

Yet  another  action-packed  adventure, 
Pirates!  is  the  first  role-playing  game 
fit)m  MicroProse  (best  known  for  their  ae- 
rial simulators).  This  one  plays  a  lot  like 
Seven  Cities  of  Gold.  You  assume  the  role 
of  a  pirate  whose  goal  is  to  acquire  a  for- 
tune in  booty.  This  means  tracking  down 
clues  to  the  location  of  a  pair  of  treasui-e 
ships.  Characters  you  meet  along  the  way 
will  offer  tips  and  hints, 

There's  plenty  of  combat  in  store.  You 
can  fight  ship-to-ship  and  ship-to-shore, 
and  when  attacked  by  an  enemy  captain 
you  may  choose  fiiim  three  kinds  of 
swords  for  man-to-man  battle.  Sometimes 
victory  in  a  sword  fight  nets  you  a  new 
ship  or  maybe  a  new  piece  of  a  treasm-e 
map.  Besides  seeking  treasui-e  and  fight- 
ing the  enemy,  you'll  have  a  number  of 
other  quests  to  fulfill.  These  are  usually 
interiocked:  find  enough  pieces  of  the  map 
showing  the  location  of  a  lost  relative,  and 
you'll  get  part  of  a  map  showing  the  hid- 
ing place  of  a  vast  Inca  treasure.  You've 
also  got  to  keep  youi'  crew  satiated  with 
plunder,  loot  and  food,  or  they'll  grow  rest- 


less and  desert,  taking  your  gold  with 
them. 

The  interface  relies  solely  on  the  joy- 
stick. You  get  a  bird's-eye  \'iew  of  the 
ocean  and  youi"  ship,  and  see  a  menu  of  ac- 
tions and  an  illusti-ation  when  you  enter  a 
towTi.  Sound  effects  are  vaiied  and  well- 
done.  It's  not  too  demanding  a  quest,  but 
the  engaging  acti\'ities  and  pleasant  in- 
terface make  this  worth  your  while  if  you 
like  games  focusing  on  exploration  and 
acquisition  —  or  if  you  just  happen  to  like 
Pirates! 

Last  Minute  News 

Bard's  Tale  III  will  be  released  on  the 
Apple  first,  though  the  first  two  were  ini- 
tially done  on  the  64.  Seems  to  be  related 
tffl  the  fact  that  author  Michael  Cranford 
has  left  Inteiplay  to  launch  his  own  com- 
pany. (Interplay  is  doing  the  sequel.)  Be- 
yond Zor/e,  which  will  require  a  128  or  an 
Amiga,  will  be  the  first  Infocom  game 
that  lets  you  actually  fight  grues!  Not 
only  that,  but  you'll  also  have  role-plajing 
attributes  like  armor  class  and  dexterity 
instead  of  just  a  score,  there'll  be  countless 
monstei-s  to  fight,  spells  to  cast,  stores  to 
shop  in  —  plus  color,  auto-mapping  and 
an  Undo  featm-e! 

Clues  of  the  Month  Club 

Ken  St.  Andre,  who  runs  the  Adventure 
Constmction  Set  Fan  Club,  recently  sent 
me  a  stack  of  tips  for  Legacy  of  the  An- 
cients. Some  of  the  most  useful:  Deadlier 
than  monstei-s  ai-e  the  traps  in  the  dun- 
geons. Tb  avoid  them  keep  your  command 
set  on  Xamine  and  hit  the  fire  button  ev- 
ery four  steps  or  when  you  turn  a  comer 
This  will  save  hundreds  of  hit  points.  Tb 
get  more  than  one  sapphire  on  the  same 
trip:  save  your  chai'acter  at  the  bottom  of 
the  dungeon  in  the  Pirate's  Cave,  then 
shut  down  and  reboot.  The  treasure  chests 
will  be  restored.  You  can't  get  another 
Crown,  but  there  will  be  another  sapphire. 
Thke  it  and  repeat.  This  also  works  with 
boxes  that  restore  hit  points.  In  combat, 
especially  deeper  dungeon  levels,  spells 
are  more  powerful  than  weapons.  Weaken 
a  foe  with  flame  or  firebolt,  then  finish 
him  off  with  your  psycho-sti-ength  en- 
hanced fighting  ability.  Save  Kill  Flash 
and  Befuddles  for  real  trouble. 

Randy  Sluganski  offered  this  tip  for 
Pliantasie  lit  Visit  straw  hut  east  of 
Flagler  ear'ly  in  the  game  and  Nikademus 
will  raise  tw'o  of  your  part>''s  attributes,  lb 
avoid  getting  burned  in  his  Conidor  of 
Fire,  step  on  dots  in  this  oixler:  east,  south, 
north,  south,  east,  south,  east,  east,  east. 
In  Nik's  i"oom,  break  his  w^and.  Q 


Professional  Text  Engine,  VI  .0 

I  Cimlinttcd  from  i)f<.  42 

PfE  features  an  Undo 
command  and  also  has  the 
ability  to  recall  all  of  your 
previously  typed  commands 
so  you  never  have  to  worry 
about  retyping  a  long 

I  command  line  if  you  make  a 

I  mistake. 


The  state  file  for  a  given  text  file  contains 
infoiTnation  like  cursor  position,  insertion 
mode,  ciUTently  marked  text  a:«as  and 
tab  settings.  When  a  file  is  loaded  for  edit- 
ing, if  a  state  file  exists  for  it,  it  will  be  ex- 
ecuted, putting  you  in  exactly  the  same 
position,  with  the  same  editing  environ- 
ment as  when  you  last  saved  the  file.  No 
more  typing  a  whole  fine  of  tab  stops  ev- 
eiy  time  you  start  up  the  editor. 

Almost  Perfect 

Lest  you  think  me  on  the  author's  pay- 
roll, I  should  also  note  some  ofPTE's  limi- 
tations. One  is  ceitainly  its  orientation  to- 
ward pui-e  text;  there  is  a  distinct  lack  of 
any  page  foiTnatting  or  text  style  func- 
tions. You  can't  display  anything  but 
"plain"  text  on  the  screen  (no  underlining 
or  boldface). 

Even  with  its  commendable  manual, 
PTE  is  complicated  enough  to  i^equire  ten 
to  twenty  hom^s  to  become  really  familiar 
\^ith  it.  Progi'ammere  will  have  no  diffi- 
culty learning  it,  and  it's  a  lot  of  fiin  to  fid- 
dle around  with  and  see  what  you  can 
make  it  do.  Beginners,  on  the  other  hand, 
would  be  better  off  with  an  editor  whose 
keys  cannot  be  accidentally  redefined. 

One  ofPTE's  di'awbacks  is  its  sheer 
size.  It  takes  over  lOOK  of  PlAM,  and  on  a 
512K  Amiga  with  PTE  running  and  a 
couple  of  windows  open,  there  isn't  room 
for  a  whole  lot  else. 

Summary 

What  Professional  Text  Engine  does,  it 
does  brilliantly,  which  is  complex,  multi- 
file "power"  text  editing  and  manipula- 
tion. I  cannot  recommend  PTE  for  word 
processing,  for  novices,  or  as  a  general 
puipose  "quick  fix-up"  editor.  On  an 
Amiga  with  more  than  512K  of  RAM,  it 
functions  splendidly  as  a  resident  pro- 
gi-am  development  editor,  and  its  ability 
to  fine-tune  every  keystroke  to  your  indi- 
vidual taste  makes  it  a  joy  to  use.  Q 


no    DECEMBER  1987 


1-800-331-7054 
1 -800-233-6345 


So{iiMi^  Valued  14^.  ^o.  SO  7a  O^UCfUud  WUedeiaU  P^Ucei. 


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399 


Telecommunications/  Inside  Q-Link 

Omliriuetl [mm  pn.  52 

you  make  corrections,  or  use  short  cuts 
like  moving  6ovm  a  line  and  then  back  a 
few  characters,  to  highlight  exactly  the 
text  to  be  deleted. 

Once  the  desired  text  is  properly  high- 
lighted, press  the  F7  key  again.  This  time 
a  new  menu  is  displayed  with  options  to 
Exit  the  Mark  Mode,  Delete  the  Marked 
Tfext,  or  Save  the  Marked  Tfext.  The  Exit 
option  lets  you  abort  marking  text  with- 
out affecting  the  original  message.  If  yom- 
original  intention  was  to  delete  the  block 
of  marked  text,  then  move  the  cursor  to 
the  Delete  command  and  press  Fl.  The 
marked  text  will  be  deleted  and  you'll  re- 
turn to  the  insert  mode  again,  at  the  point 
immediately  following  the  deleted  text. 

Deleting  a  block  of  text  with  this  meth- 
od has  other  advantages.  The  deleted  text 
is  actually  saved  in  an  internal  buifer  by 
the  editor,  even  though  it  has  been  deleted 
from  the  main  body  of  the  message.  The 
original,  deleted  text  is  still  available 
from  the  internal  save  buffer  until  an- 
other block  of  text  is  mai'ked.  Thus,  if  you 
made  a  mistake,  the  deleted  text  can  be 
restared  if  necessary. 

The  Append  Tfext  function  in  the  edit 
menu  is  what  recalls  any  saved  text  from 
the  mtemal  buffer  and  inserts  it  at  the 
current  cursor  position.  Thus,  the  combi- 
nation of  mai'king  text,  deleting  the 
marked  text,  and  then  appending  the  text 
saved  by  the  deletion  actually  can  be  used 
to  peribrm  a  block  move  of  text.  The  only 
restriction  is  that  you  cannot  move  more 
than  nine  lines  of  text  at  a  time,  since 
that's  the  maximum  number  of  lines  that 
can  be  marked. 

One  important  thing  to  remember  is 
that  any  saved  text  is  not  lost  when  it's  ap- 
pended, so  multiple  copies  can  be  inserted 
if  desired.  But  if  you  want  to  simply  dupli- 
cate lines  or  blocks  of  text,  there's  no  need 
to  delete  the  lines  first.  After  marking  the 
desired  block  of  text  and  pressing  F7,  the 
menu  allows  Saving  the  Marked  Tfext 
without  deleting  the  original  characters, 
The  original  message  is  untouched,  but 
the  marked  text  is  available  in  the  inter- 
nal save  buffer. 

As  I  mentioned  above,  any  saved  text  in 
the  internal  buffer  is  not  lost  when  you 
append  it  into  the  original  message.  Actu- 
ally, the  saved  text  is  never  lost  until  you 
mark  a  new  block  of  text  or  you  log  off  the 
system.  I  found  this  extremel)'  handy  for 
handling  ver>'  long  text  entries,  where  I 
came  to  the  80-line  limit  of  a  message  in 
the  middle  of  a  paragraph.  Ideally  I'd  like 
to  move  that  entire  paragraph  to  the  next 
message  and  start  over  from  there,  but  I 


wouldn't  want  to  retype  what  I  just  en- 
tered. 

Since  almost  everywhere  you 
go  on  Q-Link  involves 
reading  or  posting  messages, 
I  thought  1  would  go  over  the 
various  features  of  the 
message  editor 

Well,  it's  really  pretty  simple.  When  you 
hit  the  80-iine  limit,  activate  the  editor 
menu  by  pressing  F7  and  choose  Put 
Mark.  Now  use  the  cursor  up  keys  to 
mark  the  text  backwards  to  the  beginning 
of  the  paragraph.  Press  F7  again  to  get 
the  nexl  menu  and  select  Delete  Marked 
Ifext.  The  paragraph  is  deleted  from  the 
current  message  and  you're  returned  to 
insert  mode  at  the  end  of  the  message 
text.  If  desired,  you  can  add  some  sort  of 
continuation  warning.  Press  F7  and  select 
Send  Message  to  post  the  current  text. 

Now  to  post  the  continuation,  you  first 
have  to  re-display  the  message  you  just 
entered.  You  don't  have  to  display  the  en- 
tire message,  so  you  can  press  F5  to  termi- 
nate the  display  as  soon  as  the  heading 
appeal's.  Pressing  FT  brings  up  a  menu 
that  allows  posting  a  response  to  the  origi- 
nal message.  Selecting  that  option  starts 
up  a  new  message  that  will  be  posted  as  a 
response  to  the  message  just  displayed, 
but  you  have  to  enter  another  heading 
line  for  the  new  message. 

Once  the  new  menage  is  started  and 
you're  into  the  insert  mode,  ready  to  start 
typing  text,  press  F7  before  doing  any- 
thing else.  Now  use  the  Append  Tfext  func- 
tion to  insert  the  text  that  was  previously 
deleted  from  the  original  message.  The 
text  is  still  available  in  the  internal  save 
buffer,  even  though  you're  now  working  on 
another  message.  After  the  text  is  insert- 
ed you  can  continue  typing  as  usual  and 
complete  the  information.  Easy,  huh? 

If  your  information  is  extremely  long, 
and  you  need  to  enter  additional  re- 
sponses, you  only  need  to  display  the 
original  message  the  first  time.  After  a 
message  has  been  displayed  in  any  mes- 
sage board,  posting  a  response  to  that 
message  automatically  adds  your  re- 
sponse to  the  end  of  the  current  responses. 
Thus,  you  can  simply  add  one  response 
message  after  another  or  add  your  re- 
sponse to  an  existing  stiing  of  response 
messages,  after  the  original  message  has 
been  displayed  only  once. 


Well,  that  covei-s  most  of  the  message 
editor  functions  with  the  exception  of  the 
QverssTite  Mode.  1  haven't  found  much 
use  for  this  mode  yet,  but  it  is  there  if  you 
want  to  experiment  with  it.  \\Tien  you  ac- 
tivate this  mode,  e.xi  sting  text  will  be 
overwritten  with  new  text  as  you  type,  in- 
stead of  pushing  the  old  text  down  the 
screen.  This  can  get  a  little  confiising, 
since  RETURN  characters  are  counted 
just  like  any  other  character  when  ovenv- 
riting  text,  and  strange  things  can  hap- 
pen. 

Whenever  Ovenvrite  Mode  is  selected, 
you'll  always  return  to  that  mode  until 
you  finish  the  message  or  select  the  Insert 
Mode.  This  may  have  some  sti-ange  effects 
on  appending  text  as  well,  lb  avoid  trou- 
ble ,  I  recommend  staying  away  from  the 
Overwrite  mode  for  now. 

All  of  this  is  great  in  theory,  but  it  takes 
a  little  practice  and  experimentation  to 
really  see  how  things  work.  So  why  not  try 
it  out  and  play  around  with  the  message 
editor  a  little.  All  you  have  to  do  is  go  to 
any  message  board  on  the  system  and  se- 
lect the  option  to  create  a  new  message. 
Enter  any  heading  of  your  choice  and 
then  play  around  with  the  editor  Just  be 
sui-e  not  to  send  the  message  to  the  sys- 
tem if  you're  just  playing  around!  You'll 
just  create  a  lot  of  work  and  waste  Q-Link 
disk  space  if  you  post  a  meaningless  mes- 
sage. 

If  you  ever  want  to  abort  a  message 
once  you've  started  one,  simply  press  the 
F5  key  whenever  you're  in  the  insert 
mode.  The  system  will  ask  for  confirma- 
tion and  all  you  have  to  do  is  press  RE- 
TURN to  terminate  the  editing  session 
and  discard  any  text  entered.  In  case  you 
haven't  noticed,  the  system  doesn't  assign 
a  serial  number  to  a  message  until  it's  ac- 
tually completed  and  sent  to  the  system. 
The  heading  displayed  while  editing  your 
message  doesn't  have  a  serial  number  dis- 
played. 

One  other  parting  comment  on  mes- 
sages: there  are  a  few  graphics  keys  avail- 
able if  needed.  You  might  want  to  try  us- 
ing the  shifted  asterisk,  plus,  minus  and 
up-arrow  keys  to  see  what  they  pixxluce. 
All  other  graphics  are  disabled  along  with 
all  other  contiols  and  special  chai-acters 
when  using  the  message  editor. 

That  should  be  enough  to  get  newcom- 
ers started  and  teach  a  few  old  timers 
some  new  tricks  with  the  message  editor 
as  well.  As  always,  if  you  have  any  com- 
ments, questions  or  ideas  for  future  col- 
umns, please  let  me  know.  I  can  be 
reached  by  E-Mail  to  RBAKER  almost 
daily.  g 


112     DECEMBER  1987 


The  Ultimate 
Development  for  your 
Commodore  Comi 


IffifNA 

a 


All  New,  Now  with  Windows! 


Totally  redesigned,  The  FINAL  CAR- 
TRIDGE III  is  a  64K,  completely  ex- 
ternal operating  system  created 
specifically  for  the  Commodore  64, 
64C  and  128  {in  C64  mode). 
Simply  plug  it  in  and  you  have  more  than  60 
new  COMMANDS  and  FUNCTIONS  added 
to  your  computer  with  no  loss  of  memory. 
Easy  to  use  Windows  and  Pull- Down  Menus 
work  with  either  mouse,  joystick  or 
keyboard.  Transforms  your  Commodore  into 
an  Amiga  look-a-Like.  Ari  unlimited  number  of 
windows  can  actually  be  open  and  on  the 
screen  at  the  same  time.  Use  pre-program- 
med windows  or  add  your  own. 

The  original  Final  Cartridge  took  the  place  of 
6  separate  devices, 
but  the  FINAL 
CARTRIDGE  III 
does  all  that  plus 
much  more. 
A  partial  listing  of 
some  of  The  Final 
Cartridge  Ill's  fea- 
tures: 1)  Disk  Turbo-25(i»!M/as/er  loading 
with  special  formatting,  15  times  faster  by 
direct  loading  and  saving;  Tape  Turbo-iO-i5 
times  faster  tape  access;  2)  Pre-programmed 
Function  Keys-simple  keystroke  for  most 
often  used  command  sequences  for  RUN, 
LOAD,  SAVE,  CATALOG,  Disk  Commands, 
LIST  (removes  all  protections);  3)  Extended 
Machine  Language  Monitor-with  relocated 
load-scrolling  up  or  down,  bankswitching,  and 
more:  4)  Built-in  Printer  Interface(cable  op- 
tional)-prints  all  Commodore  graphics  and 
control  codes  with  screendump  utility;  5) 
Basic  Tool  Kit  with  many  pre-programmed 
fijnctions  to  help  the  serious  programmer- 


Automatic  Line  Renumbering  (in- 
cludes Gotos  and  Gosubs),  Delete, 
Old  (recovers  accidentally-deleted 
programs).  Find  flocate  specific  lines).  Help 
(debugging  utility).  Disk  Append  (easDy  add 
new  programs  to  existing  files),  and  more;  6) 
Backup  Capability-backup  any  memory  resi- 
dent software  at  any  point  after  load;  7)  Built- 
in  70  (Column  (80  Column  printing)  window 
driven  word  processor  with  proportional 
characters;  8)  Built-in  Clock/(i;alendar  and 
Calculator;  9)  Joystick  Port  Changer;  10) 
Keyboard  Extras  (scrolling  up  and  down  and 
re-start  listings;  11)  24K  extra  RAM  available 
for  basic  programs;  12)  Operates  printer  as 
a  typewriter;  plus  much  more. 

The  Final  Cartridge  III  has  an  improved 
Window  driven  Freezer  with  16  sub 
menus,  color  changes,  4  resets,  cen- 
tronics/serial  screendumps,  print  vector 
setting,  reverse  printing,  stop  and  con- 
tinue almost  everj-  program,  make  a 
total  backup  to  disk  or  tape  (backup  will 
run  without  cartridge),  does  50K  in  10 
seconds,  built-in  sprite  killer 
The  Screendump  capability  allows  printing  of 
low-res,  high-res  and  multicolor  in  12  shades 
of  grey  or  ftjll  color,  prints  fiill  page,  Character 
mode,  banner,  small,  large,  color,  sprites, 
searches  automatically  from  memory  address 
of  picture, 

So  many  features  that  space  does  not  allow 
full  description.  Call  or  write  for  complete 
information. 

".../  can  Y  begin  to  think  of  a  cartridge  idiich 
does  so  many  useful  things... a  tremendous 
value,  a  tnust  item  for  the  BASIC  and 
tnachine-langitage  programmer. ' ' 

-Art  Hunkins,  Compute's  Gazette  7/87 


"No  need  for  all  those  extras 
wiven  yoit  liave  this  C-64  assistant. .  .a  conven- 
tio)ial  review  doesn't  do  the  Final  Cartridge 
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-Tim  Walsh,  Run  Magazine  9/87 

One  year  warranty  plus  100%  reftind  if  not 
completely  satisfied  within  10  days. 

Final  Cartridge  III $69.95 

Final  Cartridge  11* $39.95 

Final  Cartridge  I*    $24.95 

Standard  Centronics 

Printer  Cable $19.95 

'limited  quantities  a\'ailable 

Attention  Schools  and  Educators 
C-Scan  -I-  is  the  ultimate  network  for 
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Cables  available  in  the  following  lengths: 

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12  ft.... ,$15.95 
18fl....,S17.95 
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Special  prices  for  certified  user  groups. 
Dealer  and  Distributor  inquiries  welcome. 


litia^^iM'ciWPtii'J  .,.1    "^    " 

^ 

1                                         f                               il 

|l22S|o-<->w^'^»  3'""'— HiLJ  ^^Hjj^l 

COMPUTERS 
OF  AMERICA 


SamplL'Winilu' 


Home  &  Personal  Computers  of  America,  154  Vallev  Street,  South  Orange,  NJ  07079 
201-763-3946  or,  dealers  only,  201-763-1693 

Improvements  to  let  you  get  the  most  out  of  your  computer. . . 


Sample  Wndow 


Tips  &  Tricks/64  and  128 

Continued  from  pg.  IB 

as  possible.  If  the  interference  pereists,  try  reversing  your  power 
plug  in  its  socket.  This  is  impossible  with  three-prong  plugs  or 
polarized  two-prongers,  but  on  the  others  it  sometimes  gives  im- 
pressive results. 

•  With  TV  sets,  the  antenna  cable  is  the  most  likely  entrance 
point  for  interference.  Use  a  single  piece  of  shielded  coaxial  ca- 
ble between  the  compter  and  the  TV's  antenna  terminals.  (Your 
local  electi^nics  store  should  be  wilting  to  make  one  up  for  you.) 
Kyour  set  has  a  shielded  antenna  connector,  use  it.  If  it  has  only 
screw  terminals,  install  a  cotix  matching  transformer.  Eliminate 
all  unshielded  wiring  in  the  antenna  circuit,  and  eliminate  the 
TV/computei-  switch  box.  Then  you'll  have  to  switch  from  TV  to 
computer  by  physically  switching  the  cables,  but  if  you  have  the 
right  cable  connectors,  that's  not  so  hard  to  do. 

•  If  you  MUST  retain  the  TV'computer  switchbox.  run  a  wire 
from  the  case  of  the  switchbox  to  a  good  ground.  In  houses  with 
three-prong  electrical  sockets,  the  screws  on  the  outlet  covers 
are  usually  ver>'  well  grounded. 

•  If  you  like  unusual  interference  fees,  tiy  putting  alumi- 
num foil  or  a  flat  aluminum  object  under  your  computer  Fan- 
tastic results  have  sometimes  been  reported. 

•  You  can  use  antenna  fdters  to  i-educe  .scTeen  interference  on 
TV  sets.  Radio  Shack's  15-581  and  15-582  have  been  known  to 
give  good  results.  Since  you  want  to  remove  any  interference  be- 
ing sent  into  your  set,  connect  one  end  of  the  filter  as  close  to  the 
TVs  antenna  terminals  as  possible.  Connect  your  switchbox 
and/or  computer  to  the  other  end  of  the  iilter 

•  If  your  computer  interferes  \vith  other  TV  sets  connected  to 
the  same  antenna,  one  of  the  above  filters  can  also  be  helpful.  In 
this  case,  connect  it  between  the  common  antenna  line  and  your 
TV/computer  switch  box.  Unlike  in  the  tip  just  above,  the  idea 
here  is  to  filter  out  whatever  your  computer  may  be  feeding  back 
into  the  antenna. 

•  Finally,  if  you  have  interference  that  you  suspect  is  coming 
in  over  the  power  lines,  trv  a  line  filter  such  as  Radio  Shack's 
15-1111. 

I'icyS.T>r"->r 
m,n  r    . 


Video  test  pattern  generator:  The  accompanying  progi'am  is 
ver>'  useM  in  setting  the  controls  on  the  video  monitor  or  televi- 
sion display  that  you  use  with  your  computer  Be  especially  care- 
ful in  typing  line  180,  and  don't  forget  the  .'iemicolon  at  its  end. 
Tb  use  the  program: 

•  Run  it  and  press  a  key  as  instracted.  You  should  see  a  pat- 
tern of  eight  vertical  bai-s  in  different  coloi"s,  with  labels  at  the 
top  of  the  screen  and  an  in.struction  line  at  the  bottom.  If  you  get 
something  else,  cheek  youi-  tvping. 

•  If  yom*  monitor  or  T\'  has  an  automatic  brightness  or  color 
control,  turn  it  off  at  this  point,  (From  now  on,  we'll  call  this  box 
a  "monitor,"  even  if  it's  usually  used  for  watching  football.) 

•  Tlim  the  monitor's  Brightness  control  all  the  way  up,  then 
turn  it  back  down  slowly,  stopping  as  soon  as  the  border  appeal's 
deep  black. 

•  Adjust  youi*  monitor's  Color  control  until  the  coloi-ed  bars 
have  a  pleasing  intensity.  Don't  wony  whether  they  are  exactly 
the  right  color  — just  make  them  colorful  enough  to  please  the 
eye. 

•  Use  the  Tint  control  to  give  the  bars  the  proper  coloi-s. 

•  Press  any  key.  If  you've  tvTDed  the  program  coiTectly,  your 


scieen  will  be  covei"ed  with  a  Crosshatch  pattern  of  black  squares 
outlined  in  white.  Set  the  monitor's  Contrast  control  to  give  a 
pleasing  overall  appeaiance. 

•  Go  through  all  these  steps  again  and  touch  up  the  settings 
of  your  controls.  That  ends  the  use  of  this  program  for  setting  up 
youi-  monitor. 

You  can  use  the  ciusshatch  pattern  to  make  more  sophisticat- 
ed adjustments  on  the  monitor  If  the  squai-es  ai^n't  the  same 
si^  in  all  areas  of  the  sci^een,  they  can  probably  be  made  so  by 
touching  up  the  vertical  height  and  lineaiity  controls  on  your 
monitor  These  are  often  found  on  the  back  of  the  housing  or  un- 
der a  flip-up  panel  on  the  front. 

If  the  Crosshatch  isn't  uniformly  white  in  all  areas  of  the 
screen,  yom-  monitor's  convergence  may  be  out  of  adjustment.  If 
it's  bad  enough  to  be  distracting,  see  a  qualified  technician  to 
have  the  adjustment  made. 
Louis  F.  Sander 
Pittsburgh ,  Pen  nsylmnia 


100 

110 

120 
130 
140 

150 

160 


170 
180 


PRINT" [CLEAR, RVS,SPACE2] 

VIDEO  TEST  PATTERN  -  LOUIS  F. 

SANDER[SPACE2] " 

PRINT:PRINT"  THIS  HELPS  YOU 

OPTIMIZE  THE  SETTINGS" 

PRINT"  ON  YOUR  MONITOR  OR 

TELEVISION  SET. 

PRINT" [DOWN]  PRESS  STOP  TO  QUIT 

NOW,  OR  PRESS  ANY 

PRINT"  OTHER  KEY  TO  SEE  THE  TEST 

PATTERNS. . ,":GOSUB  270 

:REM  WAIT  FOR  KEY 

POKE  53280, 0:POKE  53281,0 

:  S$=" [SPACES] " :REM  SCREEN  & 

BORDER  TO  BLACK,  SETUP  S$ 

PRINT" [WHITE) PURP  WHT [ SPACE2] BRN 

[SPACE2]0RNG  LRED  CYAN  RED[SPACE2] 

YEL 

FOR  J=l  TO  23 

PRINT" [RVS, PURPLE] "; S$ ;" [WHITE] " ; 

S$;" [BROWN] "; S $;" [ORANGE] ";S$;" 

[L.  RED] ";SS;" [CYAN] ";S$; " [RED] "; 

S$;" [YELLOW] ";S$; 

NEXT 

PRINT" [RVOFF, WHITE] SET  BRIGHT, 

COLOR,  TINT;  THEN  PRESS  KEY"; 
:GOSUB  270:REM  WAIT  FOR  KEY 
FOR  J=l  TO  960:PRINT" [SHFT  +]"; 
INEXT 
PRINT"SET  CONT,  HOR  &  VERT, 

THEN  PRESS  A  KEY.";:GOS0B  270 
:REM  WAIT  FOR  KEY 
GOTO  100 
END 

REM  WAIT  FOR  KEYPRESS, 

CLEAR  SCREEN 
GET  A$:IF  A$=""THEN  270 
PRINT" [CLEAR] "; 
RETURN 


SEQ  file  reader  Here's  an  amazing  one-liner  that  will  read  any 
sequential  file  and  print  its  contents  to  the  screen.  Just  replace 

Conlinued  on  pg.  116 


190 

200 

210 

220 

230 

240 

250 

260 

270 

280 

290 

114     DECEMBER  1987 


C^  Commodore^ 

WHEN  YOU  BUY  A  COMMODORE  COMPUTER,  YOU 

AUTOMATICALLY  RECEIVE  OUR  LATEST  COMMODORE  OR 

COMMODORE-AMIGA  BUYERS'  GUIDE. 


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Commodore  Buyers'  Guide  includes  over  125  Peripherals,  Accessories  and  Software 
Programs  from  more  than  55  Contributing  Companies. 

The  Amiga  book  also  has  a  25  page  Product  Directory,  an  extra  guide  to  Productivity, 
Education,  Entertainment,  as  well  as  Desktop  Publishing,  Programming  Tools  and 
Graphics.  Many  new  programs  are  now  available  for  the  Amiga  500  and  the 
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If  you  already  own  a  Commodore  computer  and  would  like  to  get  your  copy  of  the 
latest  version  of  the  Commodore  or  Amiga  guide,  pick  one  up  at  your  Commodore 
Dealer's  Store. 


Tips  &  Tricks '64  and  128 

Continued  from  pg.  114 

the  word  "filename"  with  the  actual  name  of  the  file,  then  ex- 
ecute the  program.  Did  you  ever  do  so  much  with  so  little? 
John  Matosky 
Chieopee,  Massachusetts 

10  REM  **  SEQ  READER  -  JOHN  MATOSKY  ** 
20  OPEN  8,3,8,"FILEMAME" :FOR  J=0  TO  1 

:GET#8,A$: J=ST:PRINT  A$;:NEXT 

iCLOSE    8 
PRINT  <s  on  the  (>1:  This  little  program  makes  it  easy  to  place 
the  cursor  at  any  position  on  the  64's  screen.  Once  you  have  ex- 
ecuted lines  20  and  30,  you  can  place  the  cursor  by  executing 

SYS  850,row,column 

where  "row"  and  "column"  are  the  numbers  of  the  appropriate 

screen  location  (the  top  row  is  numbered  zero,  as  is  the  leftmost 
column  1.  Row  and  column  can  appear  in  the  program  as  num- 
bers, variables  or  expressions. 
SumitAgganval 
New  Delhi,  India 

10  REM  C-64  PRINTS   -   SUMIT  AGGARWAL 

20  REM  TO  USE:  S YS 8 50 , ROW ,COLUMN 

30  FOR  J=350  TO  865:READ  KrPOKE  J,K 

:NEXT 
40  DATA  032,155,183,138,072,032,155, 

183 
50  DATA  104,170,164,101,024,076,240,  * 

255 

Beating  the  serial  bus  blue.s;  My  Q-Link  software,  like  many 


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commercial  programs,  won't  work  if  a  printer  or  other  peripher- 
als are  connected  to  the  serial  bus.  Just  turning  them  off  isn't 
enough  —they  have  to  be  physically  unplugged  fi-om  the  bus. 
[Editor's  note:  Only  certain  combinations  of  computers  and  peri- 
pherals cause  this  problem. I 

After  month.s  of  moving  my  drive  to  get  to  the  back  panel,  and 
months  of  wear  and  tear  on  my  fragile  connectors.  I  decided  to 
do  something  better  A  little  experimentation  showed  that  the 
connection  causing  the  problem  was  the  ATN  line  at  pin  3  of  the 
serial  bus  plug.  This  is  the  pin  directly  opposite  the  guide  notch. 

I  made  up  a  short  connector  cable  with  a  miniature  SPST  tog- 
gle switch  in  this  line,  and  now  I  can  u.se  my  software  without 
unplugging  eveiylhing.  My  local  Radio  Shack  canied  all  the 
parts,  and  1  built  the  cable  in  a  few  hours  for  just  a  few  dollars. 
Bruce  H.  McMillan 
East  Brookfield,  Massachusetts 

GEOS  preference  trick;  GEOS  allows  customized  preferences  to 

be  put  onto  each  disk,  but  it's  normally  fairly  clumsy  to  do  so. 
You  either  have  to  create  one  from  scratch  for  each  disk,  or  use 
the  icons  to  copy  one.  An  easier  and  faster  way  is  to  load  up  the 
Preference  Manager  and  load  the  preference  you  want  to  copy. 
Remove  the  original  disk  and  insert  the  disk  that  is  to  receive 
the  preference,  then  save  the  preference  onto  that  disk.  Now  re- 
move the  disk  and  replace  it  with  another  one  to  i^eive  the 
same  preference.  Repeat  this  until  your  preference  is  on  every 
disk  that  is  to  receive  it.  Finally,  place  the  original  disk  back 
into  the  drive  and  exit  the  program. 
Leon  S.  Brandy 
Christiansted,  U.S.  Virgin  Islands 

1(>7()  silencer:  As  most  owners  of  Commodore's  1670  modem 
know,  the  1670  is  an  auto-answer  modem.  That  means  that 
when  the  computer  is  on  and  the  modem  is  connected,  even  if  no 
modem  program  is  running,  the  1670  will  pick  up  the  line  and 
start  to  send  a  carrier  That  can  be  most  disconcerting  to  callers 
who  aren't  expecting  a  computer  to  answer. 

When  this  particular  nuisance  strikes,  you  don't  need  to  turn 
off  the  computer  or  disconnect  the  modem.  Just  pick  up  the  tele- 
phone and  whistle  into  the  mike.  If  you  vary  your  pitch  as  if 
you're  calling  your  dog,  the  modem  will  quickly  shut  up. 
Jason  King 
West  Palm  Beach,  Florida 

Ribbon  interchange:  The  Commodore  MPS-801  and  the  Com- 
rex  Model  220  printers  use  identical  ribbons.  If  you  own  one  of 
these  and  can't  find  ribbons,  look  for  a  ribbon  for  the  other 
Yinicio  Perez  Coto 
San  Jose,  Costa  Riai 

Two  printers  with  one  computer.  It's  well  known  that  you  can 
attach  two  printers  to  youi"  serial  bus  as  long  as  they  have  differ- 
ent device  numbers.  But  even  if  they  have  identical  device  num- 
bers, you  can  still  do  it,  as  long  as  only  one  of  them  has  power 
applied  at  a  time. 

On  Commodore  printers,  this  means  just  flipping  the  main 
power  switch  off.  But  on  printers  that  use  an  interface,  it's  the 
interface's  power  that  makes  the  difference,  since  it  is  the  inter- 
face that  the  computer  sees  as  the  printer  You  can  control  the 
interface's  power  either  by  installing  a  switch  or  unplugging  its 
power  connection. 
At  Morrison 
Baltimore.  Maryland  Q 


116    DECEMBER  1987 


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jttle  Names  Behind  the  Big  Name 

Continued  (mm  pg.  86 

"During  the  six  months 
working  on  tfie  first  project,  I 
found  myself  just  wanting  to 
get  away  from  the  computer 
and  talk  to  someone.  So  I'd 
just  stop  and  call  someone, 
just  to  hear  another  voice." 

was  the  64  which  got  me  stalled  as  a  pro- 
fessional programmer.  That's  where  I  fii-st 
began  making  money  programming. 

"1  spend  my  days  in  a  room  smTounded 
with  nine  different  computer  systems  in- 
cluding the  Commodores." 

How  many  hours  a  week  do  you  p)Vf})vm? 
Brian  Far^o:  "Everyone  is  expected  to 
put  in  at  least  40  hours  which  has  never 
been  a  problem.  There  are  no  set  working 
hours,  everything  here  is  pretty  relaxed.  If 
someone  wants  to  program  at  midnight, 
that's  fine.  Pixxiucing  sofbvare  is  a  ci'e- 
ative  process.  Although  outsidere  may  not 
see  it,  there  is  some  method  to  om-  mad- 
ness, but  perhaps  more  madness  than 
method.  We  are  working  with  very  cre- 
ative people  turning  out  creative  pro- 
grams —  you  can't  just  turn  on  the  cre- 
ative processes  like  machines  on  an  as- 
sembly line." 

Edward  Fletcher:  "I  usually  program  an 
average  of  45  to  55  hours  a  week.  I  usually 
work  the  traditional  nine  to  five  hours." 
Bob  Lentini:  "Basically  all  day  and  all 
night  (he  laughs).  It's  a  full-time  job.  I  like 
to  think  of  my  work  as  creative  program- 
ming rather  than  just  turning  out  code.  I 
feel  that  I  an  creating  an  enviroimient  for 
the  user  to  work  under.  I  see  that  as  a  veiT 
creative  project.  Fve  never  been  able  to 
put  a  time  clock  on  true  creativity.  I  can't 
punch  in  at  nine  in  the  morning  and  quit 
at  five  and  be  creative  just  duiing  those 
hours.  There  are  many  nights  when  the 
creative  juices  only  flow  hnm  midnight 
until  eight  oi"  nine  in  the  morning  and 
other  days  when  they  flow  finm  seven  to 
three.  I  just  go  with  the  flow.  It's  a  wonder- 
fial  way  to  work  and  I'm  fortunate  the 
company  allows  me  to  work  that  way." 

Do  you  get  mental  writing  bl(K-ks  similar 

to  f/iftsf  experienced  by  tmditional  au- 

tlu»s? 

Brian  Fargo:  "No,  we  really  don't.  We 


have  so  many  people  here  with  so  many 
ideas  we  don't  have  to  rely  upon  just  one 
person.'' 

Edward  Fletcher:  "Definitely.  I  think 
game  programmers  ai-e  really  prone  to 
this  problem  because  games  involve  so 
many  intangibles.  They  ai^  not  simply 
working  out  algorithms  to  do  such-and- 
such.  You  have  to  evaluate  what  you  are 
doing  as  to  how  fun  it  is,  how  easy  it  is  to 
use  and  how  good  it  looks.  There  is  no  set 
way  to  do  these  things.  You  just  play  it 
and  see  how  it  feels,  and  if  it  doesn't  play 
just  right  you  have  to  decide  what  to  keep 
and  what  to  change.  After  you've  tined 
three  or  fom-  approaches  to  a  problem  and 
it  still  doesn't  feel  just  right,  it's  easy  to 
feel  frustrated.  I  remember  sitting  and 
staring  at  the  sci*een  asking  myself 'what 
in  the  world  am  I  going  to  do?'  I  finally 
just  had  to  get  away  fi"om  it  for  a  couple, 
three  houre  to  clear  my  mind.  Tlien  I 
came  back  with  a  fiT.'sh  approach." 
Bob  Lentini:  "Yes  I  do.  I  reach  points 
when  I  just  can't  create  anjinore.  I  just 
start  short  and  can't  get  past  a  particular 
pait  of  the  progi-am.  But  there  ai-e  other 
times  when  the  thought  will  just  flow  and 
the  program  will  make  ti-emendous 
stiides  in  just  a  matter  of  days  and  fiiends 
are  amazed  at  how  much  I  can  do  in  such 
a  short  time." 

Is  there  an  advantage  to  pivgramming 
alone,  rather  than  working  for  one  of  the 
large  soflware  companies? 
Brian  Fargo:  "The  worst  part  of  running 
your  own  business  is  taking  care  of  the 
mundane  tasks  like  paying  taxes.  Before 
our  contract  with  Electronic  Arts,  one  of 
the  worst  parts  was  negotiating  contracts 
and  convincing  people  to  trust  us  to  do 
good  work.  That  takes  time  and  a  lot  of 
just  banging  on  doors.  HopefLilly,  that's  be- 
hind us  now.  The  most  enjoyable  aspect  of 
the  job  is  being  able  to  work  with  a  group 
of  creative,  intelHgent  guys  and  turning 
out  a  creative  product.  The  tough  part  in 
the  beginning  was  not  getting  paid  — 
that's  a  real  disadvantage," 
Edward  Fletcher:  "I  like  having  total  say 
about  the  way  a  product  is  created.  I  wrote 
Gridiron!  almost  entirely  alone  so  I  was 
free  to  let  my  creative  instincts  go.  I  can 
work  flexible  houi-s  if  I  want  to.  Tliere  is 
no  pre^ure  to  confoim  to  anyone  else's 
ideas.  The  giieatest  advantage  of  working 
alone  is  being  able  to  use  my  creativity  to 
its  fullest  extent.  I've  always  felt  a  little 
stifled  working  accoitling  to  other's  speci- 
fications. So  writing  Gridimn!  allowed  me 
the  chance  to  work  the  entire  project  fi-om 
start  to  finish.  Don't  get  me  wi-ong,  I  had 


input  fitim  other  people  as  to  what  they 
did  and  did  not  like.  But  the  concept  was 
mine.  I  really  enjoyed  seeing  my  ideas  be- 
come a  reality. 

"The  worst  aspect  of  woi-king  alone  is 
the  absence  of  other  people  to  Ixiunce  an 
idea  off  It  would  have  been  nice  to  have 
had  more  people  around  to  get  their  input 
on  how  to  tackle  a  problem  or  fine  tune 
critical  aspects  of  the  game.  I  involved  as 
many  people  as  I  could  in  those  decisions 
but  none  of  them  wei^e  progrjimmei's  so  it 
Wcisn't  the  same  kind  of  input  you  would 
get  from  a  fellow  worker,  Another  disad- 
vantage of  working  alone  is  loneliness. 
Dming  the  six  months  working  on  the 
first  project,  I  found  myself  just  wanting  to 
get  away  fi-om  the  computer  and  talk  to 
someone.  So  I'd  just  stop  and  Gill  someone, 
just  to  hear  another  voice." 

"But  just  getting  a  program 
published  doesn't  mean  the 
wealth  everyone  used  to 
dream  of  in  the  old  days 
when  people  would  have  a 
hit  game  and  go  out  and  buy 
a  Ferrari." 


Bob  Lentini:  "The  greatest  advantage  is 
working  on  your  own  schedule.  There  is 
no  time  clock  on  your  creative  juices.  I 
personally  could  not  work  on  a  nine  to  five 
schedule  and  come  up  with  the  same  qual- 
ity* of  programs  that  I  have  done.  I  can 
only  work  well  on  a  project  which  means 
something  personally  to  me.  I  can't  be  told 
what  to  create  and  be  given  a  deadline 
and  turn  out  top  notch  code.  I  did  Bobs- 
Term  Pro  because  I  needed  it  first.  In  the 
process  of  creating  it  I  realized  that  the 
rest  of  the  world  needed  it  also.  That's  the 
kind  of  project  I  like  working  on.  The  word 
processing  and  secretarial  work  station 
that  I'm  working  on  now  is  such  a  pn> 
gram.  The  company  I'm  working  for  need- 
ed the  program,  but  I  did  also.  I  needed  it 
for  me  first,  but  we're  finding  out  that  oth- 
er people  like  the  concept  the  way  I  like  it. 
That's  the  way  I  work.  I  work  on  projects 
which  are  interesting  to  me,  not  things 
which  are  assigned  to  me.  As  a  result,  I 
think  my  products  are  better.  It  may  work 
differently  for  other  people.  They  may  be 
able  to  take  assignments  and  deadlines 
and  turn  out  good  code.  It  just  doesn't 
work  that  way  for  me.  My  projects  are  la- 
bors of  love." 


118     DECEMBER  1987 


Little  Names  Behind  the  Big  Name 

Is  programming  prnfitahle  and  would  you 
advise  young  tvmpuk'r  enthusiasts  to  fol- 
low in  your  fimtntcps? 
Brian  Fargo:  "I  think  so.  You  can't  deny 
the  fact  that  computers  are  going  to  be  ev- 
erywhere in  the  next  10-20  years.  They 
are  going  to  be  in  eveiy  walk  of  life  and 
anyone  who  doesn't  have  a  computer  and 
doesn't  know  how  to  use  it  is  going  to  be  at 
a  real  disadvantage.  I  know  some  of  the 
colleges  actually  demand  that  you  have  a 
computer  with  you.  Progi-amming  is  a 
great  profession,  there  are  going  to  be 
plenty  of  opportunities  for  those  who  know 
how,  I  also  recommend  that  you  do  a  lot  of 
hands-on  work  and  don't  rcly  entirely 
upon  school  because  a  lot  of  what  is  done 
in  this  industry  requires  skills  that  are 
not  taught  in  the  school  system.  It's  im- 
fwrtant  that  you  learn  the  machine  itself 
and  not  just  how  programming  works  in 
general. 

"Yes,  programming  can  be  profitable, 
but  it  is  tough  to  survive.  TVends  are  con- 
stantly changing.  If  you  are  good  at  hit- 
ting a  moving  target,  this  is  the  industry." 
Edward  Fletcher:  "I  wouldn't  hesitate  to 
recommend  this  profession  to  others. 
There's  no  question  in  my  mind  that  pro- 
gramming is  one  of  the  best  ways  for  a 


If  you  have  any  ambitions  to 
program  professionally,  heed 
well  their  words,  and 
perhaps  you  can  avoid  some 
of  the  pitfalls  they  had  to 
endure. 

person  to  express  his  creativity.  There  still 
seems  to  be  a  strong  demand  for  good  pro- 
grammers, so  the  money  is  good.  At  the 
same  time  this  isn't  a  job  of  drudgery. 
Each  day  offers  new  challenges  to  face. 
There's  a  lot  of  satisfaction  derived  from 
getting  a  computer  to  perform  the  task 
you  want  it  to." 

Bob  Lentini:  "It  can  be,  but  it  hasn't  been 
as  good  for  me  as  you  might  think.  The 
two  versions  oCBobsTerm  Pro  have  been 
very  successful.  It  has  become  quite  a 
standard  in  the  Commodore  industry,  but 
because  of  my  deal  with  the  distributor,  it 
didn't  change  my  life  financially.  It  gave 
me  some  'play'  money  in  a  sense.  But  I 
couldn't  go  out  and  buy  an  expensive  car 
and  sit  back  and  invest  my  wealth.  If  I 
had  to  rely  on  my  income  from  those  pro- 
grams to  survive,  I  would  be  a  bum  in  the 


street.  Programming  for  me  now  has  be- 
come profitable  due  to  the  company  I  am 
now  working  with.  But  just  getting  a  pro- 
gram published  doesn't  mean  the  wealth 
everyone  used  to  dream  of  in  the  old  days 
when  people  would  have  a  hit  game  and 
go  out  and  buy  a  FeiTari.  Times  and  mar- 
ket have  changed.  If  you  can  get  that  deal, 
fftoi  for  you.  I  didn't  get  it." 

Could  you  describe  the  steps  required  to 
start,  rmish  and  market  a  pntgram? 
BriiUi  Fargo:  "You'll  need  to  come  up  with 
a  good  idea  and  a  veiy  strong  prototype 
before  showing  it  to  the  publisher.  If  the 
product  shows  some  promise  you  may  be 
able  to  get  the  publisher  to  front  you  some 
money  to  finish  it.  Or  you  may  need  to  fin- 
ish it  completely  before  you  show  it.  We've 
done  all  that  ourselves,  but  now  that 
we've  proven  ourselves  with  some  of  our 
better  selling  products  like  The  Bard's 
Tale  II,  Mindshadow,  Borrowed  Time  and 
Championship  Go//" plus  about  50  others, 
we  sell  the  products  differently.  Now  we'll 
sit  down,  spec  the  product  out,  do  a  story 
board,  bring  up  some  screen  shots,  really 
try  to  think  the  product  through.  Then 
we'll  talk  to  our  publisher  and  tell  him 
what  we  want  to  build,  how  long  we  think 
it's  going  to  take,  and  we'll  get  an  ad- 


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COMMODORE  M/iGAZINE     119 


Little  Names  Behind  the  8ig  Name 

vancement  which  is  treated  as  advanced 
royalties.  There'll  be  some  milestone 
checks  with  the  publisher  along  the  way 
to  satisfy  him  that  what  we  are  creating  is 
what  we  agreed  upon." 
Edward  Fictchen  "First  you  must  have  a 
good  solid  concept  for  your  program. 
Think  about  it  a  long  time  before  you  be- 
gin writing.  Then  build  the  shell,  the  out- 
line of  the  program  and  then  begin  filling 
in  the  detail.  Get  everything  you  want  in 
the  code  and  then  begin  letting  people  see 
it  and  give  you  their  opinion  —  their  feed- 
back. The  last  thing  and  most  time  con- 
suming chore  is  getting  rid  of  all  the  bugs 
and  making  the  software  elegant.  Most 
people  fall  short  on  this  last  phase.  The 
program  must  be  easy  to  use.  That's  why  I 
like  a  mouse  interface:  it's  so  easy  for  the 
user  to  handle.  I  can't  over-emphasize  how 
important  it  is  to  make  the  program  look 
and  feel  slick." 

Bob  Lentini:  "The  time  required  is  long, 
the  final  version  o^BobsTerm  Pro  128 
which  you  see  on  the  shelf  is  two  and  a 
half  years  of  struggle.  I'm  getting  faster 
and  better  now.  My  newest  project,  a  word 
processor,  has  taken  only  a  year.  But  it 
just  takes  time  to  develop  a  serious  piece 
of  code.  Tb  design,  beta  test  and  get  feed- 


back from  people  just  takes  time.  Then 
you  have  to  find  out  what's  wTong  with  the 
initial  concept  and  modifj-  it.  I  wTite  en- 
tirely in  machine  language  which  makes 
for  much  faster,  tighter  code  but  it  also 
makes  it  harder  to  convert  between  ma- 
chines. 

You  put  a  lot  of  time  in  every  pnxiucl, 
how  can  you  be  sure  it  will  be  luarket- 
able? 

Brian  Fargo:  "No  one  is  evei-  sure  a  pi-od- 
uct  is  marketable,  but  you  learn  to  depend 
upon  youi-  instincts.  Hopefully,  eveiything 
works  out  gi^eat.  It  usually  takes  some- 
where from  eight  to  15  months  to  bring  a 
piwiuct  from  conception  to  market." 
Edwju-d  Fletcher:  'Tve  always  depended 
upon  what  I  thought  a  program  should  be. 
I  just  go  by  a  gut  reaction  as  to  whether  a 
progi-am  will  be  marketable  or  not.  I've 
been  a  computer  fanatic  for  a  while  now 
and  I've  been  buying  computer  games 
from  the  beginning,  so  I  have  a  feel  for 
what  I  expect  and  want  in  a  game.  The 
hard  thing  is  trying  to  design  a  game  that 
most  people  will  want.  If  you  can  create  a 
program  no  one  has  ever  done,  your 
chances  of  marketing  it  increase  dramati- 
cally." 
Bob  Ijcntini:  "I  create  progi'ams  that  I 


need.  If  there  is  something  I  need  my  com- 
puter to  do  which  I  can't  go  to  the  store 
iuid  buy,  that  is  usually  the  birth  of  an 
idea.  If  1  buy  a  few  programs  which  are 
supposed  to  do  a  task  and  they  don't  per- 
form well  or  the  user  interface  is  ugly  or 
they  are  just  impossible  to  leam  that  usu- 
ally gets  my  dander  up.  That  staits  me 
thinking  too.  WTiether  I  follow  through 
and  write  the  thing  depends  upon  if  I 
think  it  is  worth  a  yeai'  or  two  out  of  my 
life  to  create.  That's  a  tough  decision,  and 
it  comes  slowly  for  me.  I  can't  be  sure  the 
stuff  1  write  will  be  mai'ketable  other  than 
I  want  it.  I  always  talk  to  people  in  the  in- 
dustiy  and  get  their  feedback  about  what 
I  am  thinking  of  progi-amming.  But  I 
won't  iTJsh  a  pi-oduct  to  market.  I'm  veiy 
pitiud  of  my  work  and  won't  put  my  name 
on  just  anything.  I  like  to  see  a  project 
through  fiiom  begirming  to  end  and  that 
means  a  good  year  of  my  life.  Thai's  a  full 
year  of  16-hour  days  just  eating,  breath- 
ing, living  and  sleeping  that  project." 

flow  (In  jpu  go  about  Helling  a  product  to 
a  laiye  distributor  like  ActivLsion  or 
Kkcfivnic  Arts? 

Brian  Fargo:  "It's  not  likely  you'll  be  able 
to  .sell  them  an  idea  alone  if  you  are  un- 
proven.  The  key  is  showing  them  a  fin- 


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120     DECEMBER  1987 


Ijttle  Names  Behind  the  Big  Name 

ished  pi-oduct.  But  it  is  very  impoitant  to 
get  the  company  to  sign  a  non-disclosure 
agreement  to  protect  both  you  and  their 
interests.  If  the  product  is  good,  it  will  get 
to  market  —  I  have  no  doubts  about  that." 
Edwiuxl  Fletcher  "I  think  the  Isest  strate- 
gy foi-  success  in  the  gaming  industry  is  to 
try  to  publish  and  market  your  own  prod- 
uct. At  least  that's  what  we  tiied  to  do 
with  Gridiron!  If  \'ou  enter  the  industry 
planning  on  a  distributor  paying  for  your 
development,  you  are  going  to  lose  out  in 
the  long  run.  E\'en  if  he  can  sell  ten  times 
the  number  of  games  you  can  indepen- 
dently, you  still  won't  make  any  more 
money  than  you  would  going  it  alone.  You 
must  be  prepared  to  sell  the  pnxluct  on 
youi'  own.  Keep  your  overhead  low,  and 
know  what  is  the  minimum  numbei"  of 
units  you  must  sell  to  break  even.  Then  if 
you  have  a  good  pnxluct,  the  distributor 
will  come  to  you  rather  than  you  going 
after  him.  You'll  get  a  better  deal  and  be 
better  off  in  the  long  iiin  if  you  can  do  it 
that  way.  That's  what  we've  done,  and  as  a 
result  we  have  been  pursued  by  some  of 
the  larger  companies."! NOTE;  Just  after 
this  inten'iew  and  months  aftei-  Grid- 
ironPs  successful  release,  Fletcher  and  Be- 
thesda  Softworks  signed  an  agreement 
with  Electrenic  Arts  to  distribute  the 
game.  I 

Bob  Lentini:  "I  was  naive  when  I  went 
about  .selling  my  first  product  and  I  didn't 
get  the  best  deal.  But  it  did  open  up  some 
doors.  The  general  procedure  that  I  was 
totd  was  that  you  send  a  copy  of  yom'  prod- 
uct to  these  companies  and  you  try  to  get 
them  to  sign  a  non-disclosure  form  and 
take  a  look  at  it  and  .see  if  they  are  inter- 
ested or  not.  Instead,  I  would  try  to  dem- 
onstrate the  product  in  person  if  1  could, 
without  physically  handing  it  over  to 
them.  Or  maybe  wTite  them  a  letter  to  see 
if  they  are  interested  in  the  type  of  prod- 
uct I  am  developing.  If  they  ai^e  interested, 
be  sm-e  to  get  the  non-disclosui-e  signed 
before  tuming  it  over  so  your  work  can't 
easily  bo  stolen.  At  best,  this  is  a  bad  situ- 
ation for  the  progi-ammer.  The  companies 
have  the  upper  hand.  Most  \nll  oSer  a 
non-disclosure,  but  in  turn  they  expect 
you  to  sign  a  form  saying  you  won't  show 
the  pi-oduct  to  another  company  for  90 
days.  Tliis  is  their  decision-making  peri- 
od. Now  for  the  programmer  this  is  a 
nightmare  because  he's  got  a  hot  product 
ready  to  go  and  in  order  just  to  show  it  to 
someone,  he's  got  to  say  he  won't  show  it 
to  anyone  else.  Then  if  the  thi-ee  months 
go  by  and  the  company  isn't  interested 
you've  lost  valuable  marketing  time.  Who 


knows  how  numj'  olhei"  pixxJucls  have  en- 
teitxl  the  market  while  you  were  waiting 
so  you  could  offer  it  to  another  company?  I 
think  that's  an  ugly  method  and  I  won't 
follow  it  again,  simply  because  I've 
reached  a  point  where  I  have  some  sort  of 
name  and  hopefully  I  can  get  more  respect 
than  that.  But  the  first  time  out  I  was 
against  that  wall. 


"The  tough  part  in  the 
beginning  was  not  getting 
paid  —  that's  a  real 
disadvantage." 


'■J  live  in  Las  Vegas,  and  the  Consumer 
Electronics  Show  is  held  here  once  a  year: 
So  I  made  appointments  with  the  heads  of 
the  software  companies  exhibiting  there 
and  demonsti-ated  my  product  on  the  spot. 
I  was  able  to  get  immediate  feedback.  But 
I  still  got  tied  up  in  the  system,  and  there 
was  a  delay  in  getting  my  product  to  the 
mai-ket.  I  did  not  get  the  best  deal  I  could 
have  gotten,  but  I  was  starving  at  the 
time,  I  was  in  debt  up  to  my  ears,  I  had  ab- 
solutely no  income.  1  learned  a  lot,  but  I 
definitely  would  not  want  to  go  through 
that  ordeal  again." 

Can  you  describe  a  typical  fvumcial  ar- 
ivngement  between  a  programmer  and 
the  dishibiitor'.' 

Briim  Fargo:  "We  work  on  a  royalty  ar- 
rangement. We  sell  them  an  idea,  they  ad- 
vance us  royalties  to  begin  production  and 
when  it  is  finished  we  receive  a  percentage 
of  eveiy  sell.  We  are  the  manufacturer  of 
softwaj-e  and  they  are  the  distiibutoi-s.  By 
the  time  they  copy  and  begin  mai'keting 
our  products,  we  are  already  working  on 
the  next  project," 

Edward  Fletcher:  (NOTE:  At  the  time  of 
this  interview  the  financial  arrangement 
between  Bethesda  Softworks  and  Electron- 
ic Arts  had  not  i)een  finalized.) 
Bob  Lentini:  "Well  I  can  only  speak  for 
my  deal.  But  it  appears  the  general  pro- 
ceeding are  that  they  will  offer  you  a  few 
thousand  dollars  front  money  as  advanced 
royalties.  The  average  royalty  payment 
today  appears  to  be  somewhere  between 
seven  and  11  percent  of  the  net  sales, 
which  isn't  that  good.  For  instance,  if  a 
program  like  BohsTerm  Pro  markets  for 
$79.95  they  might  sell  that  to  a  distribu- 
tor at  about  $40.  Youi-  percentage  is  based 
on  the  wholesale  price  not  the  retail.  It's 


not  big  money.  I  think  the  split  should  be 
more  even." 

You  all  hare  had  sueee>isful.  acclaimed 
titles;  what  do  i/ou  see  i/ouiyelf  doing 
ten  yeaiy  fmm  now'* 
Brian  Fargo:  "I  hope  I'll  be  doing  the 
same  thing  only  on  a  grander  scale.  With 
the  CD-I  (Compact  Disk  Interactive)  tech- 
nology coming  along  I  think  it  is  going  to 
be  really  exciting  when  we  have  computer 
gi-aphics  as  good  as  what  you  see  in  the 
movies  along  with  real  actors  and  true 
sound  track  and  animation.  That  is  really 
exciting  to  me.  So  I'm  hoping  enteitain- 
ment  will  continue  to  be  as  popular  as  it  is 
so  the  market  just  keeps  going  and  more 
and  more  [Kople  get  involved.  This  is 
what  I  want  to  do,  I  love  this  business," 
Edward  Fletcher:  "I  plan  to  stay  in  the 
entertainment  industry  as  long  as  possi- 
ble, rd  like  to  do  some  simulation  if  there 
were  commoix:ial  applications,  I  enjoy  do- 
ing ju.st  what  I'm  doing  and  I  don't  want  to 
quit.  I  think  the  keyboard  will  liecome  less 
important  and  other  t>pes  of  input  more 
important  in  the  future  —  like  \'oice  rec- 
ognition software.  People  will  be  able  to 
relate  to  computers  better  in  the  future 
because  computers  will  begin  behaving 
more  like  humans.  The  sights  and  soimds 
coming  out  of  computers  are  going  to  be 
more  pleasing  and  sophisticated,  and  peo- 
ple will  begin  to  appi-eciate  them  for  their 
artistic  value.  That's  wh\'  I  think  this  in- 
dustry will  alwa^'s  be  a  growth  industry 
and  I  plan  on  being  a  part  of  it." 
Bob  Lentini:  "I  can't  begin  to  answer 
that.  If  anyone  had  asked  me  fom-  years 
ago  what  I  would  be  doing  today,  it  sure 
would  not  have  been  progi-amming  for  a 
living.  My  past  has  been  filled  vsith 
changes.  My  cai"eer  has  jumped  fitim  one 
extreme  to  another.  1  can't  speculate  on 
what  I'll  be  doing  even  a  year  from  now.  I 
may  tiy  to  mix  computers  with  my  former 
interest  —  audio." 

After  listening  to  each  man's  story  it  be- 
came apparent  that  the  difference  be- 
tween success  and  failure  was  neither 
luck  or  fate  but  timing  and  dedication.  Al- 
though all  thi-ee  entered  professional  pro- 
gramming with  a  different  background, 
their  love  for  computers  propelled  them  to 
the  same  professional  level.  And  perhaps 
the  most  surprising  truth  to  surface  is 
that  all  leamc^l  the  bulk  of  their  program- 
ming skills,  not  in  school,  but  with  hands- 
on  experience  with  a  personal  computer. 
For  them,  the  time  spent  with  their  nose 
pressed  against  the  monitor's  screen  and 
the  hom-s  of  sleep  lost  exploring  their  com- 
puter's memory  has  finally  paid  off  with 
big  dividends,  g 


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Ovorak  Keyboard  Software- 

Continued  from  pg.  38 


Write  The  Easy  Way 

with  T.R.  WRiTER 

from  T.R.  Software 

T.R.  WRITER  is  so  easy,  in  a 
short  time  you  will  be  able  to 
produce  letters,  reports,  term 
papers,  and  other  documents 
in  no  time.  Also,  you  may  never 
need  to  look  at  the  manual.  It 
can  handle  the  entry  level  jobs 
as  well  as  the  medium  level 
jobs  with  ease.  T.R,  Writer  can 
also  emulate  an  electronic 
typewriter  You  can  work  with 
19  or  44  lines  on  the  screen. 
Requires  512K  and  please 
specify  Kickstart  1.1  or  1.2. 

Available    $QQ  95 
now  for        £m^* 

after  1/31/88  will  be  $39.95 

WRITE  FOR  MORE  (NFORMATION 

T.R.  SOFTWARE 

P.O.  Box  24905 
Chicago,  Illinois  60624 


People  who  use  the  Dvorak 
keyboard  type  an  average  of 
30%  faster,  make  fewer 
errors,  and  suffer  less 
fatigue. 


Qwerty  at  the  flip  of  a  switch.  This  switch 
is  installed  in  a  case  on  the  back  of  youi- 
Commodoi'e.  The  complete  Prelco  kit  in- 
cludes key  overlays,  a  modified  ROM  ker- 
nal,  a  switch  and  an  illustrated  instmc- 
tion  manual  for  installing  the  switch. 
Prelco  will  install  the  kemal  at  the  fac- 
toiy,  or  you  can  have  it  installed  by  an 
electronic  technician.  The  installation 
voids  youi"  remaining  Commodoi-e  war- 
ranty. R-eico  is  licensed  by  Commodore  to 
supply  the  ROM  kemal.  DV  Switcher 
works  only  with  the  64,  but  it  uses  any 
program  that  Commodore  nins,  including 
Speedscript .  Paper  Clip,  Miiltiplan,  Super- 
base  and  thousands  of  other  progi-ams. 

Some  people  have  expressed  difficulty 
attaching  the  key  overlays  provided  by 
Prelco  with  DV  TS'per  and  DV  Switcher. 
The  overlays  are  not  pre-cut,  so  it  takes 
patience  to  cut  and  stick  them  on  the 
keys. 

DV  lyper  sells  for  $36.95.  DV  Switcher 
sells  for  S39.95.  Option  extras  for  DV 
Switcher  include:  basic  stait-up  message, 
background  or  text  coloi-s  option,  add 
$10.00;  factoiy  kemal  installation,  add 
$25.00.  The  price  for  both  DV  Tyixr  and 
DV  Switcher  is  $64.95.  You  may  contact 
Prelco  at  14292  Galy  St.,  Tlistin,  CA 
92680.  Phone  {714l  544-3041. 

For  more  information  about  Dvorak, 
you  may  contact:  Virginia  Russell,  a  con- 
sultant for  the  Dvorak  keyboard  and 
president  of  Dvorak  International,  Box 
128,  Brandon,  VT  05733.  Phone  (802) 
247-6020.  A  quarterly  newsletter,  "Dvo- 
rak Developments"  is  available  fi'om 
Freelance  Communications.  Box  1895, 
Upland,  CA  91785.  The  newsletter  costs 
$12  per  year.  Editor  Randy  Cassingham 
has  authored  the  book,  TheDmrak  Key- 
board ($12.95). 

Hooleon  Company  sells  durable,  pre- 
cut,  easy-to-apply  key  overlays  for  $26.95. 
Each  sticker  shows  the  D\'orak  letter  in 
large  red,  and  the  Qwerty  letter  in  small 
black  print.  This  allows  you  to  use  either 
Dvorak  or  Qwerty.  Contact  Hooleon  Co., 
Box  201,  Comville,  AZ  86325,  m 


■Software  Reviews/Up  Periscope! 

I   Continued  from  pg.  30 

With  Up  Periscope!.  ActionSoft  delivers 
a  simulation  that  stands  up  to  any  on  the 
market.  Easy  to  approach,  challenging  to 
play  and  authentic  in  design,  this  pro- 
gram is  a  state  of  the  art.  sure-fire  hit. 

Sub  Standards 

Avoiding  That  Sinking  Feeling 
The  pair  of  books  included  with  this 
package  covers  eveiy  possible  aspect  con- 
cerning the  ups  and  downs  of  submarine 
life.  After  gi\ing  these  gems  the  initial 
pre-game  cover-to-cover  treatment.  Com- 
modore Captains  would  be  well  advised  to 
keep  them  close  at  hand  during  each  and 
eveiy  sub  patrol.  When  the  toipedoes  are 
missing  and  the  enemy  is  closing  in,  it's 
comforting  to  know  that  experienced  help 
is  right  at  your  side,  lb  reiterate  and  ex- 
pound upon  what  I've  found  to  be  the 
more  important  ivles  of  the  sea,  I've  listed 
a  few  sailing  tips  below: 

•  Whenever  possible,  it's  a  good  idea  to 
keep  your  sub  positioned  between  the  en- 
emy convoy  and  a  friendly  port.  If  your 
ship  becomes  damaged  or  runs  low  on 
fuel,  you  want  to  be  able  to  retreat  for  as- 
sistance without  having  to  maneuver 

I  throughafleet  of  enemy  ships  bent  on 
keeping  you  detained. 

•  When  using  the  "Big  Chart"  naviga- 
tion feature,  nether  move  yourself  into  a  I'e- 
gion  where  you  wiU  immediately  encoun- 
ter enemy  ships.  The  final  placement  of 
your  sub  is  too  vague,  and  you  might  wind 
up  sinking  your  own  ship  by  blindly  drop- 
ping youi-self  into  an  uncompromising 
position. 

•  When  an  enemy  ship  has  your  sub 
lined  up  on  a  ramming  course,  one  of  your 
instinctive  commander  reactions  will  be  to 
dive.  But  as  strange  as  it  may  seem,  if  the 
enemy  is  too  close  to  be  avoided,  it  is  usu- 
ally better  to  take  the  blow  while  you're 
still  surfaced  than  to  catch  it  during  a 
dive.  If  your  ship  is  hit  after  it  has  dipped 
below  water  level  it  has  no  resei-ve  buoy- 
ancy, and  there  will  be  little  if  any  chance 
for  survival. 

•  Don't  get  caught  in  between.  One  of 
the  more  common  and  fatal  errors  of  an 
inexperienced  commander  is  to  sail  just 
below  periscope  depth.  With  the  scope 
underwater  and  the  radar  inoperable, 
one  can  never  be  sune  what  danger  is  ap- 
proaching. And  since  the  sub  is  just  below 
the  surface,  it's  still  shallow  enough  to  be 
rammed  and  destroyed  by  a  single  blow 
fitim  £m  undetected  ship.  If  you're  drop- 
ping below  periscope  depth,  dive  at  least 
ninety  feet.  m 


122     DECEMBER  1987 


Amiga  Update/AmigaBASIC  Tutorial ' 


Continued  from  pg 

98 

SOUND 

RESUME 

ThlcdHea 

Bute 

soaHD 

trait 

'  Voice 

0  (Karmor 

yt 

SOUND 

AISJ 

W/4, 

es,a 

SOUND 

At5) 

W/8, 

S9,e 

SOUND 

A  (SI 

ti/e< 

H/8,8«,a 

SOUND 

CS<5 

,«/< 

*w/a,efl,e 

'  Voice 

1  (Leaii) 

SOUHD 

B(4) 

W/B 

19a, 1 

SOUND 

CS(5 

,W/S, 109,1 

SOUND 

E(5) 

H/B 

IQH.l 

SOUND 

E(5) 

W/8 

H/a,Lee,i 

SOUND 

E<4J 

W/4 

H/S,Lg«,l 

'  Voice 

2  mass 

in<?) 

SOUND 

A{2) 

W/J 

99,2 

SOUND 

A(3) 

,H/4 

9B,2 

SOUND 

E(3) 

,w/a 

98,2 

SOUHD 

A(3) 

,«/B 

9a, 2 

'  Voi<v. 

1  (H 

ar^ony) 

SOUND 

E(5) 

,W/4 

as, 3 

SOUND 

E(5) 

,H/a 

89,3 

SOUND 

E(5) 

,H/B 

►w/a,e9,3 

SOUND 

B<4) 

,V/4tW/8,Bfl,3 

SOUND 

RESUKE 

FoucthMeasure: 

SOUHD 

WAIT 

*    Voice 

0 

'  NOT  THIS  MEASURE! 

'  Voice 

1 

SOUHD 

D(5) 

,W,19«,1 

■  Voice 

2 

SOUND 

FS(4),M. 

80,2 

•  Voice 

3 

SOUND 

D(3) 

,H,sa,3 

SOUHD 

RESUME 

BND  SUB 

with  the  StarTcek  entry,  I  have  limited  playback  to  a    single 
channel  to  demonstrate  tho  m^inner  in  which  Ri\S[C  queoes  the 
entries  and  then  plays  them  in  the  order  in  which  they  come 
in.   Vou  will  note  that  the  messarjo  at  the  end  of  the  SOUND 
statements  appears  long  beCore  the  music  finishes. 

SUB  StarTcelc  STATIC 

SHARED  CO  ,CS  0  ,0(1  ,DSO  ,En,F()  ,FS  [) 

SHARED  G(|  ,GS  0  ,A(I  ,BF(|  ,B|)  ,Bpi 

W  =  50 

SOUND  C(41 ,W/8tW/32 

SOUHD  cm  ,W/32,fl 

SOUND  F(4),H/L6 

SOUHD  BF<4) ,W/4*W/a 

SOUND  A(4>,W/8 

SOUHD  F(4),W/1». 33333 

SOUND  0(4), W/19. 33333 

SOUND  0(4) ,H/19. 33333 

SOUND  C(5) ,W/4 

SOUND  C(5) ,H/64,B 

SOUND  C(5) ,H/16-H/64 

SOUND  E(5) ,W/3 

Movet  Bpi, 109,178 

Texts  Iipi,SRDD("The  Music  is  STILL  Playing  1")  ,27 

Cutct  -  TIMER 

WHILE  TIMER  <   Curri  ♦  S  :  WEND 

Move*  Rpi, 199,178 

Te»ti  Bpi.SADDi"  ■) ,27 

'  wait  5  seconds  -  this  will  wotk  if  interpreted  or 
'  compiled,  while  a  FOB  -  NEXT  loop  wouldn't! 


Now,  you  can  sit  down  and  use  the  Waveforms  and  note 
definitions  ttiJt  wo  h.ive  developed  anti  create  your  own 
tunes.   To  entor  the  SOUND  stritements ,  you  could  simplify 
the  durations  with  the  following  (1  wanted  to  show  what  I 
wiis  doing  with  each  entry); 

W  =  60  (or  whatever  your  whole  note  is) 

fl  =  W/2 

0  =  W/4 

OT  =  w/4. 66667 

E  =  K/a 

ET  =  W/10. 33333 

S  =  K/16 

Tit  =  K/32 

etc. 

Then,  you  just  enter  the  note  array  name  (according  to  the 
octave  -  middle  C  is  C(4I],  the  duration  according  to  the 
chart  above,  the  volume  and  the  channel  nunber.   Now  you  can 
enter  music  from  sheet  music  by  duplicating  each  voice  from 
measure  to  measure  (which  is  what  I  ejld  with  "After  the 
Glitter  ."J 

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MIDWEST  SOFTWARE 

Box  214  •  Farmington,  MI  48332 


Software  Reviews/Gunship 

CniHimied  from  pg.  22 
and  indicators  sre  therc  for  a  purpose. 
Learn  the  value  of  each  instrument  and 
use  that  infoiTnation  throughout  the  sim- 
I   ulation.  Watch  the  panel  above  the  wind- 
I   shield  to  see  which  systems  aj-a  functional 
and  which  are  not.  A  yellow  light  actually 
means  that  the  system  in  question  is  dam- 
aged, not  knocked  out.  You  can  continue 
to  use  this  particulai-  component,  but  be 
aware  of  the  fact  that  it  might  not  work 

Once  you  experience  some  of 
these  scenarios,  you  really 
begin  to  think  like  a  pilot  and 
not  like  another  arcade  game 
player. 


properly  or  shoot  directly  at  a  target. 

Smajt  pilots  never  fly  veiy  long  in  a 
straight  line  and  their  altitude  is  consis- 
tently 100  feet  above  the  gixjund  or  lower. 
They  also  watch  the  back  side  of  hills  for 
enemy  installations  and  use  their  radar 
and  infra-red  jammers  sparingly.  These 
measures  give  the  enemy  little  advanced 
warning  of  yom*  presence  in  an  ai-ea, 
which  may  possibly  prolong  your  life  in 
the  game.  It  also  pays  to  know  your  pass- 
word and  countersign  before  each  mission, 
so  friendly  forces  won't  fire  on  you  as  you 
complete  a  successful  assignment. 

4,  Using  Weapons  in  The  Field  —  Fold- 
ing Fin  Aerial  Rockets  are  great  for 
knocking  out  infantn'  targets  and  can 
even  destroy  .some  "Hind"  Attack  Helicop- 
ters at  close  range.  Use  Sidewinder  mis- 
siles strictly  against  Hind  Helicoptei-s. 
Hell-fire  missiles  were  designed  to  knock 
out  heavy  equipment  like  tanks,  bunkers, 
etc.,  but  on  occasion,  I've  used  one  to  de- 
stroy a  Hind  helicopter  as  well.  The  30mm 
Chain  Gun  does  a  nice  job  of  taking  out  an 
infantiy  position,  but  it  can  sometimes  be 
used  to  wipe  out  a  bunker  or  Hind  helicop- 
ter at  close  range. 

5.  Hind  Attack  helicopters  —  I  try  to 
get  rid  of  Hind  helicoptere  whenever  one 
of  them  is  operating  in  my  ai-ea.  They  are 
fast,  aimor-plated,  and  cany  a  variety  of 
weapons.  If  one  of  them  gets  behind  you, 
evade  it  momentaiily  by  banking  your 
copter  to  one  side  or  the  other,  and  try  to 
destroy  the  craft  whenever  you  get  an  op- 
portunity. Never  evade  an  enemy  helicop- 
ter for  a  long  time.  Your  persistent  foe  will 
continue  to  track  you  and  fire  on  your  po- 
sition while  you  are  trj'ing  to  destroy  en- 
emy targets  on  the  gixjund.  Q 


Legacy  of  the  Ancients 

Curi  ( 1 1!  tied  from  pg.  '2S 

assigned  a  number  of  hit  points  that  are 
1  lost  in  battle  depending  on  your  level. 
These  hit  points  are  yom-  most  important 
asset  and  can't  be  bought,  only  incitased 
when  moving  up  to  another  level.  Your 
character  will  de\'elop  skills  throughout 
the  game,  with  opportunities  to  increase 
Endurance  and  Dexterity  in  the  Training 
Schools  in  the  tovms,  as  well  as  a  chance 
to  increase  Intelligence  by  playing  the 
Stones  of  Wisdom  game  in  the  Galactic 
Museum. 

Any  good  fantasy  game  includes  magic 
as  one  of  the  character's  choices  in  combat 
and  other  sticky  situations.  Legacy  of  the 
Ancients  offers  six  spells  at  your  disposal: 
Magic  Flame,  Firebolt,  Befuddle  SjkII, 
Psycho  Strength,  Kill  Flash  and  Seek 
Spell.  All  of  the  spells  have  their  places  to 
be  used  in  the  game  and  should  be  used 
whenever  fighting  is  not  going  too  well. 
There  are  32  kinds  of  monsters  in  the  wil- 
derness and  12  kinds  in  the  dungeons. 
Most  are  dangerous,  with  a  few  nasties 
that  will  kill  you  instantly  if  not  well-pro- 
tected. At  the  start  of  the  game,  especially 
watch  out  for  the  Ocean  Sprayfish,  Sea 
Swallows,  Desert  Scrabblers  and  Moun- 
tain Rock  Beetles. 

If  the  towns  and  wilderness  aren't 
enough,  you  still  have  the  dungeons,  the 
castle  and  a  fortress  to  explore.  The  castle 
and  foitress  are  the  most  important  places 
to  examine,  with  the  final  parts  of  the 
game  taking  place  in  the  castle.  Don't  en- 
ter the  castle  unless  you're  well-prepared 
for  battle,  veiy  strong  and  very  intelli- 
gent. The  dungeons  house  all  kinds  of 
puzzles,  magic  items  and  challenges  to 
your  bravery.  Don't  be  afi-aid  to  leave  the 
dungeon  if  things  get  too  hairy.  A  good 
rest  in  the  nearest  town  will  provide  you 
with  enough  energy  to  return  to  the  dun- 
geon to  gather  more  gold  and  treasures. 

Not  only  do  you  have  the  adventure  to 
deal  with  in  Legacy,  but  the  designers  also 
included  five  action  games  as  part  of  your 
quest.  These  games  test_yow.r  physical 
abilities  and  mental  concentration  as  op- 
posed to  your  char-acter's  and,  although 
they  have  simple  rules,  are  a  unique  and 
welcome  addition  to  the  already  excellent 
adventure. 

Legacy  of  the  Ancients  lives  up  to  the 
advance  interest  it  has  raised  and  really 
gives  your  money's  worth  in  entertain- 
ment for  the  adventure  player  Take  your 
time  with  the  game  and  don't  be  discoui'- 
aged  if  things  are  going  a  little  slow  at 
first.  The  pace  will  pick  up  as  the  Wizard's 
Compendium  starts  exhibiting  its  power 
and  you  gain  higher  levels.  g 


124     DECEMBER  1987 


Software  Reviews  Superstar  Ice  Hockey 

Continued  from  pg.  44 

scores,  they  will  use  the  occasion  to  pump 
themselves  up,  so  that  the  rush  of  adrena- 
line may  serve  to  spark  another  offensive 
fluiry.  And  on  the  flip  side,  if  you  have  a 
goaltender  who  is  repeatedly  pummeled 
with  shots  until  he  finally  lets  in  the  m- 
evitable  goal,  he  will  immediately  become 

Skate  Keys 

Icebreakers  for  Novice  Players 

The  best  way  to  get  to  know  your 
squad's  plajing  habits  is  to  log  some  quai- 
ls ice  time  alongside  them.  After  a  few 
hard  -fought  periods  as  center  or  goalie, 
,  you're  sure  to  become  familiar  enough 
with  your  teammates'  rink  personalities 
to  begin  to  mesh  them  together  as  a  single 
unit,  lb  help  orient  users  to  league  con- 
ditions, Mindscape  has  included  a  lengthy 
list  of  strategic  tip.s  in  their  reference 
booklet.  Look  them  over  before  you  take 
your  fu^t  shift.  Below,  Fve  also  compiled  a 
few  additional  hints  of  my  own. 

•  Learning  when  and  how  to  stop  the 
on-ice  action  is  one  of  the  more  important 
skills  of  a  winning  club.  There  will  come 
times  when  your  squad  is  tired,  out- 
manned  or  confiised,  and  in  dire  need  of  a 


despondent,  and  his  intensity  will  wane 
noticeably. 

Oi^anized  screen  menus  listing  a  Ml 
assortment  of  game  options  let  eveiy  play- 
er easily  outfit  the  contest  to  his  liking. 
And  whenever  an  official  league  game  is 
played,  the  computer  will  be  more  than 
accommodating  by  updating  the  overall 

breather.  If  one  of  yoxir  controlled  players 
can  get  a  stick  on  the  puck,  you  should  be 
able  to  use  him  to  obtain  an  unofiRcial 
time  out.  If  you're  directing  your  goal- 
tender,  it's  as  simple  as  holding  onto  the 
puck  long  enough  to  get  a  whistle.  K 
you're  controlling  your  center,  either 
cause  an  intentional  offsides  or  lift  a  shot 
up  over  the  boards  and  into  the  seats. 
Both  of  these  moves  will  cause  a  play  stop- 
page, allowing  your  team  time  to  regroup. 
•  If  you're  using  an  attacking  offensive 
strategy  and  it  works  well  enough  to  put 
you  in  the  lead,  stick  with  it.  Tbo  many 
times,  after  effectively  dominating  their 
opponent  with  an  aggressive  play  posture, 
teams  will  try  to  switch  over  to  a  straight 
defensive  style  in  an  attempt  to  protect 
the  one  or  two  goal  advantage  they've 
gained.        lb  reemphasize  a  wise  old 
hockey  adage,  "The  best  defense  is  a  good 
offense."  The  other  team  can't  possibly 


records  and  team  stats. 

Fram  the  board  room  to  the  end  boards, 
this  program  recreates  every  facet  of  hock- 
ey, generating  wide  appeal  by  letting  the 
user  concentrate  on  those  aspects  of  the 
game  that  he  enjoys  the  most.  For  the 
player,  the  coach,  the  fan  and  the  curious, 
the  puck  stops  here. 

1 
score  if  the  puck  is  constantly  hemmed  in  ' 

their  end. 

•  Your  goaltender  is  your  last  line  of  de- ' 
fense.  Any  error  he  msJces  will  be  a  glar- 
ing one,  for  it  will  usually  result  in  a  goal 
For  this  reason,  if  you're  a  newcomer  to 
the  game  and  want  to  control  a  player,  it's 
probably  better  to  direct  the  team's  center 
until  you  become  more  comfortable  with 
your  surroundings.  Any  mistakes  you 
make  on  the  front  line  have  a  good  chance 
of  being  erased  by  your  defensive  team- 
mates. 

•  In  hockey,  the  most  critical  point  of  a 
goal-scoring  sequence  can  usually  be 
traced  to  an  event  away  from  the  puck, 
where  a  good  block,  check  or  decoy  by  one 
player  springs  the  shooter  for  a  quality 
chance  on  net.  When  playing  center,  re- 
member that  you  can  still  take  on  an  ac- 
tive contiibutory  goal-scoring  role  without 
ever  having  touched  the  puck.  Q 


l=il.^J=MIP=W!aj:MIP=RHJ=MH 


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iHltapii 

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The  inSli  Canadiiin  Wnrld  Df 
CiMiinnKliia-  sliott  was  llif  tiriji'st  and 
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lariier. 

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C'lmmiidiire  owners  —  from  tiard- 
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Personal  In  Kduralionaf 


Hvhilnlor!;'.  Write  or  plmiie  today 
to  llnd  nut  hoiv  yiiu  can  lake  pari 
in  the  World's  larijest  CoEiimodiirt' 
.Show. 


Cunt. 

260 

270 
230 
290 

300 

310 
320 
330 

340 
350 


360 
370 
380 
390 

400 
410 

420 

430 

440 

450 
4  60 

470 
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tmed  from  pg.  108 

L1$=L1$+A$:IF    A$=R$THEN    RF=1'GQSJ 

GOTO    220'BDDE 

L2S="'"BDIF 

GET#5,A$:IF  ST>0  THEN  E5=l 

:GOSUB  430:GOTO  350'HUWN 

IF  A$=""THEN  RF=0:GOTO  350'FJEC 

IF  A$="  "OR  A$=":"THEN  290 ' FHGD 

IF  RF  THEN  290'CFAB 

L2$=L2$+A$: IF  A$=R$THEN  RF=1"GQUH 

GOTO  290'BDKC 

IF  Ll$<>L2$THEN  GOSUB  660 

: PRINT  N2;"[SHFT  C] HANGED" 

:GOSUB  680:C=C+1' JVDO 

GOSOB  420'BDJE 

GET  B$:IF  B$=""THEN  210'EIEI 

IF  B$  =  "Q"'THEN  700  '  DFAI 

GET  A$:IF  A$=""THEN  390'EILK 

GOTO  210'BDCY 

REM . 


'BIQF 

GOSUB  470:GOSUB  500 

:IF  E2=l  AND  E5=l  THEN  700'HRLH 

IF  NKN2  THEN  GOSOB  540 

:GOTO  430'FLYG 

IF  N2<N1  THEN  GOSUB  600 

:G0TO  430'FLVH 

RETURN 'BAQD 

REM 

'BIQK 

GET#2,A§,B$,L$,H$:N1=ASC(L$+CHR$ 
(0) )+(ASC(H$+CHR${0) )*256) 'KLIS 
IF(A$=""AND  BS="")0R  ST>0  THEN 
Nl=63999' IQVO 
RETURN 'BAQH 

GET#5,A$,B$,L$,H$:N2=ASC(L$+CHR$ 
(0) )+(ASC{H$+CHR$ (0) ) *256) ' KLMM 
IF(A$=""AND  B$="")OR  ST>0  THEN 
N2=63999' IQWI 
RETURN 'BAQB 

REM 

'BIQI 

GOSUB  660:PRINT  Nl;"[SHFT  D] 

ELETED":G0SUB  680 :C=C+1 ' FPEL 

GET#2,A$:IF  ST>0  THEN  580'EMYJ 

IF  A$=""THEN  GOSUB  470 : RETURN ' FGGJ 

GOTO  550'BDJH 

IF  E2  THEN  END'DCPJ 

Nl=6  3999: RETURN' GIN L 

GOSUB  660:PRINT  N2;"[SHFT  I] 

NSERTED":GOSUB  680 : C=C+1 ' FPDJ 

GET#5,AS:IF  ST>0  THEN  640'EMYG 

IF  A$=""THEN  GOSOB  500 : RETURN ' FGAG 

GOTO  610'BDGE 

IF  E5  THEN  END'DCSG 

N2=6  399  9; RETURN 'CIOI 

IF  V9="P"THEN  OPEN  4,4,7 

:CMD  4'FJEL 

RETURN 'BAQH 

IF  V5="P"THEN  PRINT#4:CL0SE  4'FFLM 

RETURN • BAQJ 

PRINT-.PRINT    F2$;"    HAD";C; 

"MODIFICATIONS. ":CLOSE    5:CL0SE    2 

:CL0SE    1:END'GPIM  mp 


126    DECEMBER  1987 


Technical  Tips/ Auto-Con^ 


A  210,255,136,16,250,200,132, 
212,24  0, 166,196,2, 2015 'BYCJ 
1  250  DATA  176,204,166,2,224,1,240,30, 
20 1,48, 144, 194, 1630 'BVMK 
260  DATA  224,16,208,6,201,50,144,18, 
17 6, 184, 201, 58, 14 36 'BVFL 


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C64c  Computer 

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149 


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1581  3y2"Disk 
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COMPUTER  DIRECT 

22292  N.  Pepper  Road 
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159 


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Anti-Glare  Screen 

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1571  Disk 
Drive 

340K  Double-Sided  Disk  Drive 
fortheC-128&Ci28D 


156KRAM 
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M19 


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$1  AA95 


149 


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Full  Size  Piano/Organ 


Musical  Keyboard  ^49 


*  * 


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*•  C'onduclitr  Software  Required 

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l.isi  S39.95SalcS24.95 
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I  e.iunes  irnnipet,  organ,  %!o!in. 
•.viiiheM/ei  in>lninieiu  soiiiaK. 
Iniili-m  iiieiionome.  paii^eplay 
aumol  and  \ei  up  nieiu!  for 
vU^oini/liig.  (ni^kt 


The  Conductor  Software 

List  529.95  Sale  SI9.<>5 

Flic  (.  oiKlyclor  Soflware  teaclie*.  how  a  composlition  is  pui  [Ogelher,  note 
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The  Primed  Song 

List  S29.95  Sale  $19.95 

Prim  out  your  composiiiion  for 
oihers  lo  read  or  play.  Requires 
The  Conducior  Program  and 
primer  compatible  wiih  the 
Commodore  graphics  mode  such 
as  mosl  dot  malrix  primers  wiih  a 
graphics  inlerfacc.  (Disk) 


Call 


Call  (312)  382-5244  ^3^  COMPUTER  DIRECT 

Top  #:  Commodore  &. Atari     BoHom  #:  Apple  &  IBM      Ir  >l  OOOQO  M     O  D         -4 

Or   [312)382-5050 


Mail 


22292  N.  Pepper  Road 
Barrington,  IL.  60010 


HOW  TO  ENTER  PROGRAMS 

The  programs  which  appeal"  in  this 
magazine  have  been  run,  tested  and 
checked  for  bugs  and  errors.  Alter  a  pro- 
gram is  tested,  it  is  printed  on  a  letter 
quality  printer  with  some  formatting 
changes.  This  listing  is  therj  photo- 
graphed directly  and  printed  in  the  maga- 
zine. Using  this  method  ensures  the  most 
error-free  program  listings  possible. 

Whenever  you  see  a  word  inside  brack- 
ets, such  as  [DOWN],  the  word  represents 
a  keystroke  or  series  of  keystrokes  on  the 
keyboard.  The  word  [DOWN]  would  be 
entered  by  pressing  the  cursor-down  key. 
If  multiple  keystrokes  are  required,  the 
number  will  directly  follow  the  word.  For 
example,  [D0\VN41  would  mean  to  press 
the  cursor-down  key  four  times.  If  there 
are  multiple  words  within  one  set  of 
brackets,  enter  the  keystrokes  directly 
after  one  another  For  example,  [DOWN, 
RIGHT21  would  mean  to  press  the  cursor- 
down  key  once  and  then  the  cursor-right 
key  twice.  Note:  Do  not  enter  the  commas. 

In  addition  to  these  graphic  symbols, 
the  keyboard  graphics  are  all  represented 
by  a  word  and  a  letter.  The  word  is  either 
SHFT  or  CMD  and  represents  the  SHIFT 
key  or  the  Commodore  key.  The  letter  is 
one  of  the  letters  on  the  keyboard.  The 
combination  [SHFT  E]  would  be  entered 
by  holding  down  the  SHIFT  key  and 
pressing  the  E.  A  number  following  the 
letter  tells  you  how  many  times  to  type 
the  letter.  For  example,  [SHFT  A4,CMD 
B3I  would  mean  to  hold  the  SHIFT  key 
and  press  the  A  four  times,  then  hold 
down  the  Commodore  key  and  press  the 
B  three  times. 

The  following  chart  tells  you  the  keys  to 
press  for  any  word  or  words  inside  of 


brackets.  Refer  to  this  chart  whenever  you 
aren't  sure  what  keys  to  press.  The  little 
graphic  next  to  the  keystrokes  shows  you 
what  you  will  see  on  the  screen. 

SYNTAX  ERROR 

This  is  by  far  the  most  common  error 
encountered  while  entering  a  program. 
Usually  I  Sony  folks)  this  means  that  you 
have  typed  something  incorrectly  on  the 
line  the  syntax  error  refers  to.  If  you  get 
the  message  "?Syntax  Error  Break  In 
Line  270",  type  LIST  270  and  press 
RETURN.  This  will  list  line  270  to  the 
screen.  Look  for  any  non-obvious  mis- 
takes like  a  zero  in  place  of  an  0  or  vice- 
versa.  Check  for  semicolons  and  colons  re- 
versed and  extra  or  missing  parenthesis. 
AH  of  these  things  will  cause  a  syntax 
error. 

There  is  only  one  time  a  syntax  error 
will  tell  you  the  "wrong"  line  to  look  at.  If 
the  line  the  S3mtax  error  refers  to  has  a 
function  call  (i.e.,  FN  A(3l),  the  syntax 
error  may  be  in  the  line  that  defines  the 
function,  rather  than  the  line  named  in 
the  error  message.  Look  for  a  line  near 
the  beginning  of  the  progi'am  (usually) 
that  has  DBF  FN  A(X)  in  it  with  an  equa- 
tion following  it.  Look  for  a  typo  in  the 
equation  part  of  this  definition. 

ILLEGAL  QUANTITY  ERROR 

This  is  another  common  eiTor  message, 
This  can  also  be  caused  by  a  typing  error, 
but  it  is  a  little  harder  to  find.  Once  again, 
list  the  line  number  that  the  error  mes- 
sage refers  to.  There  is  probably  a  poke 
statement  on  this  line.  If  there  is,  then  the 
error  is  referring  to  what  is  trying  to  be 
poked.  A  number  must  be  in  the  range  of 


H-'IHOMEI"  "UNSHIFTED  CLH/  HOME    S  ■•IPURPLEr  =  CONTROL  S 
n-lCLEARl''-SHIfTEDCLB/KOME        Q  '  IGREEN]- -C0NTB0L6 


H  •■|DOVWl"=  CURSOR  DOWN 

n  ■■1LIP1"-CURS0RUP 
f]  ■■[mGHTl"=CURSOR  RIGHT 

n  "(LEFTl  ■=  CURSOR  LEFT 
R  "|RVS|■■=C0^^TR0L3 

I  "iRVOFF]'  =CONTROL0 
El  -|BLACK1"  =  C0NTR0L  1 

|1  ■•|WHrrEl"=  CONTROL  2 
H-IREDl'- CONTROL  3 

y  •■|CYANV=C0NTROL'l 


H  ■■|ELUEr'=CONTB0L7 

H  ■■iYELLOWl-=CONTROL8 
n  ■■[ORANGEr=  COMMODORE  I 

P  -'IBROWNl" -COMMODORE  2 
n  "IL.  REDI"  "COMMODORE  a 

F]  ■■(GRAYir'' COMMODORE  4 
S  ■[GRAY2r-  =  C0MM0D0RE  5 

H'lL  GREENl"=COMMaDORE6 


S  "iFtr'=<Fi 

g-|F2|-  =  F2 

g"IF31"  =  F3 
0  ■■[F4|-=F4 

U"iF5|-  =»F5 

y -IFer-Fe 

||-|F7]'  =.F7 
[I-[F81-=F8 

El  "IPOUNDr'-ENGUSH 
POUND 
y  -ISHFT'r  -Pi  SYMBOL 


=  UP  ARROW 


IL  BLUE!' -COMMODORE  7 
H    IGRAYSr  =COMMODORE  B 

GRAPHIC  SYMBOLS  WELL  BE  REPRESENTED  AS  EITHER  THE  LETTERS 
SHFT  (SHIFT)  AND  A  KEY  ("[SHFT  Q.SHFT  J, SHFT  D.SHFT  S]")  OR  THE 
LETTERS  CMDR  fnOMMODORE)  AND  A  KEY  {"[CMDR  Q.CMDR 
G.COMDR  Y.CMDR  H]").  IF  A  SYMBOL  IS  REPEATED,  THE  NUMBER  OF 
REPirmONS  WILL  BE  DIRECTLY  AFTER  THE  KEY  AND  BEFORE  THE 
COMMA  (-[SPACE3.SHFT  S4,CMDR  M2r'). 


zero  to  255  to  be  poke-able.  For  example, 
the  statement  POKE  1024,260  would  pro- 
duce an  illegal  quantity  error  because  260 
is  greater  than  255. 

Most  often,  the  value  being  poked  is  a 
variable  (A,X...).  This  error  is  telling  you 
that  this  variable  is  out  of  range.  If  the 
variable  is  being  read  from  data  state- 
ments, then  the  problem  is  somewhere  in 
the  data  statements.  Check  the  data 
statements  for  missing  conunas  or  other 
typos. 

If  the  variable  is  not  coming  from  data 
statements,  then  the  problem  will  be  a  lit- 
tle harder  to  find.  Check  each  line  that 
contains  the  variable  for  typing  mistakes. 

OUT  OF  DATA  ERROR 

This  error  message  is  always  related  to 
the  data  statements  in  a  program.  If  this 
error  occurs,  it  means  that  the  program 
has  run  out  of  data  items  before  it  was 
supposed  to.  It  is  usually  caused  by  a  prob- 
lem or  typo  in  the  data  statements.  Check 
first  to  see  if  you  have  left  out  a  whole  fine 
of  data.  Next,  check  for  missing  commas 
between  numbers.  Reading  data  fixim  a 
page  of  a  magazine  can  be  a  strain  on  the 
brain,  so  use  a  ruler  or  a  piece  of  paper  or 
anything  else  to  help  you  keep  track  of 
where  you  are  as  you  enter  the  data. 

OTHER  PROBLEMS 

It  is  important  to  remember  that  the  64 
and  the  PET/CBM  computers  will  only  ac- 
cept a  line  up  to  80  characters  long.  The 
VIC  20  will  accept  a  line  up  to  88  charac- 
ters long.  Sometimes  you  will  find  a  line 
in  a  program  that  runs  over  this  number 
of  characters.  This  is  not  a  mistake  in  the 
listing.  Sometimes  programmers  get  so 
carried  away  crunching  programs  that 
they  use  abbreviated  commands  to  get 
more  than  80  (or  88)  characters  on  one 
line.  You  can  enter  these  fines  by  abbrevi- 
ating the  commands  when  you  enter  the 
line.  The  abbreviations  for  BASIC  com- 
mands are  on  pages  133-134  of  the  VIC  20 
user  guide  and  130-131  of  the  Commodore 
64  user's  guide. 

If  you  type  a  line  that  is  longer  than  80 
{or  88)  characters,  the  computer  will  act  as 
if  everything  is  ok,  until  you  press  RE- 
TURN. Then,  a  syntax  error  will  be  dis- 
played (without  a  line  number).  Many 
people  write  that  the  computer  gives  them 
a  syntax  error  when  they  type  the  line,  or 
that  the  computer  refuses  to  accept  a  line. 
Both  of  these  problems  are  results  of  typ- 
ing a  line  of  more  than  80  (or  88)  charac- 
ters. 


132     DECEMBER  1987 


How  to  Enter  Programs 

THE  PROGRAM  WON'T  RUN!! 

This  is  the  hardest  of  problems  to  re- 
solve; no  error  message  is  displayed,  but 
the  progi-am  just  doesn't  i-un.  This  can  be 
caused  by  many  small  mistakes  typing  a 
program  in.  First  check  that  the  program 
was  written  for  the  computer  you  are  us- 
ing. Check  to  see  if  you  have  left  out  any 
lines  of  the  program.  Check  each  line  of 
the  program  for  typos  or  missing  parts.  Fi- 
nally, press  the  RUN/STOP  key  while  the 
program  is  "running".  Write  down  the  line 
the  program  broke  at  and  try  to  follow  the 
program  backwards  from  this  point,  look- 
ing for  problems. 

IF  ALL  ELSE  FAILS 

You've  come  to  the  end  of  your  rope. 


You  can't  get  the  program  to  run  and  you 
can't  find  any  errors  in  your  typing.  What 
do  you  do?  As  always,  we  suggest  that  you 
try  a  local  user  group  for  help.  In  a  group 
of  even  just  a  dozen  members,  someone  is 
bound  to  have  tj'ped  in  the  same  program. 
The  user  group  may  also  have  the  pro- 
gram on  a  library  disk  and  be  willing  to 
make  a  copy  for  you. 

If  you  do  get  a  working  copy,  be  sure  to 
compare  it  to  your  own  version  so  that  you 
can  learn  from  your  errors  and  increase 
you  undei-standing  of  programming. 

If  you  live  in  the  country,  don't  have  a 
local  user  group,  or  you  simply  can't  get 
any  help,  write  to  us.  If  you  do  write  to  us, 
include  the  following  information  about 
the  program  you  are  having  problems 
with: 


The  name  of  the  program 
The  issue  of  the  magazine  it  was  in 
The  computer  you  are  using 
Any  eiTor  messages  and  the  line 

numbers 
Anything  displayed  on  the  screen 
A  printout  of  your  listing  (if 

possible) 
All  of  this  information  is  helpfiil  in  an- 
swering your  questions  about  why  a  pro- 
gram doesn't  work.  A  letter  that  simply 
states  "I  get  an  error  in  line  250  whenever 
I  run  the  program"  doesn't  give  us  much 
to  go  on.  Send  your  questions  to; 
Commodore  Magazine 

1200  Wilson  Drive 

West  Chester,  PA  19380 

ATTN:  Program  Problem 

Have  fun  with  the  programs!  Q 


HOW  TO  USE  THE  MAGAZINE  ENTRY  PROGRAMS 


The  Magazine  Entiy  Programs  on  the 
next  pages  are  two  BASIC  machine 
language  programs  that  will  assist  you  in 
entering  the  programs  in  this  magazine 
correctly.  There  are  versions  for  both  the 
Commodore  64  and  the  Commodore  128. 
Once  the  program  is  in  place,  it  works  its 
magic  without  you  having  to  do  anything 
else.  The  program  will  not  let  you  enter  a 
line  if  there  is  a  typing  mistake  on  it,  and 
better  yet,  it  identifies  the  kind  of  error  for 
you. 

Getting  Started 

Type  in  the  Magazine  Entry  Program 
carefully  and  save  it  as  you  go  along  (just 
in  case).  Once  the  whole  program  is  typed 
in,  save  it  again  on  tape  or  disk.  Now 
RUN  the  program.  The  word  POKING 
will  appear  on  the  top  of  the  screen  with  a 
number.  The  number  will  increment  from 
49152  up  to  49900  (4864-5545  on  the  128) 
and  just  lets  you  know  that  the  program  is 
running.  If  everything  is  ok,  the  program 
will  finish  running  and  say  DONE.  Then 
type  NEW.  If  there  is  a  problem  with  the 
data  statements,  the  program  will  tell  you 
where  to  find  the  problem.  Otherwise  the 
program  will  say  "mistake  in  data  state- 
ments." Check  to  see  if  commas  are  miss- 
ing, or  if  you  have  used  periods  instead  of 
commas.  Also  check  the  individual  data 
items. 

Once  the  program  has  run,  it  is  in 
memory  ready  to  go.  To  activate  the  pro- 
gram type  SYS49152  (SYS4864  on  the 
128),  and  press  RETURN.  You  are  now 
ready  to  enter  the  programs  from  the 
magazine.  To  disable  the  Entry  Program, 
just  type  KILL  [RETURN]  on  the  64  or 


SYS4867  on  the  128. 

The  checksums  for  each  line  are  the 
same  for  both  the  64  and  128,  so  you  can 
enter  your  64  programs  on  the  128  if  you'd 
like. 

Typing  the  Prograins 

All  the  BASIC  program  listings  in  this 
magazine  that  are  for  the  64  or  128  have 
an  apostrophe  followed  by  four  letters  at 
the  end  of  the  line  (e.g.,  'ACDF).  If  you 
plan  to  use  the  Magazine  Entry  Program 
to  enter  your  programs,  the  apostrophe 
and  letters  should  be  entered  along  with 
the  rest  of  the  line.  This  is  a  checksum 
that  the  Magazine  Entry  Program  uses. 

Enter  the  line  and  the  letters  at  the  end 
and  then  press  RETURN,  just  as  you  nor- 
mally would. 

If  the  line  is  entered  correctly,  a  bell  is 
sounded  and  the  line  is  entered  into  the 
computer's  memory  (without  the  charac- 
ters at  the  end). 

If  a  mistake  was  made  while  entering 
the  hne,  a  noise  is  sounded  and  an  error 
message  is  displayed.  Read  the  error  mes- 
sage, then  press  any  key  to  erase  the  mes- 
sage and  correct  the  line. 

IMPORTANT 

If  the  Magazine  Entry  Program  sees  a 
mistake  on  a  line,  it  does  not  enter  that 
line  into  memory.  This  makes  it  impossi- 
ble to  enter  a  line  incorrectly. 

Error  Messages  and 
What  They  Mean 

There  are  five  error  messages  that  the 
Magazine  Entry  Program  uses.  Here  they 
are,  along  with  what  they  mean  and  how 


to  fix  them. 

NO  CHECKSUM:  This  means  that  you 
forgot  to  enter  the  apostrophe  and  the  four 
letters  at  the  end  of  the  line.  Move  the 
cursor  to  the  end  of  the  line  you  just  typed 
and  enter  the  checksum. 

QUOTE:  This  means  that  you  forgot  (or 
added)  a  quote  mark  somewhere  in  the 
line.  Check  the  line  in  the  magazine  and 
correct  the  quote. 

KEYWORD:  This  means  that  you  have 
either  forgotten  a  command  or  spelled  one 
of  the  BASIC  key^vords  (GOTO, 
PRINT . . )  incorrectly.  Check  the  line  in 
the  magazine  again  and  check  your  spell- 
ing. 

#  OF  CHARACTERS:  This  means 
that  you  have  either  entered  extra  charac- 
ters or  missed  some  chai'acters.  Check  the 
line  in  the  magazine  again.  This  error 
message  will  also  occur  if  you  misspell  a 
BASIC  command,  but  create  another 
keyword  in  doing  so.  For  example,  if  you 
misspell  PRINT  as  PRONT,  the  64  sees 
the  letter  P  and  R,  the  BASIC  keyword 
ON  and  then  the  letter  T.  Because  it  sees 
the  keyword  ON,  it  thinks  you've  got  too 
many  characters,  instead  of  a  simple'mis- 
spelling.  Check  spelling  of  BASIC  com- 
mands if  you  can't  find  anything  else 
wrong. 

UNIDENTIFIED:  This  means  that  you 
have  either  made  a  simple  spelling  error, 
you  typed  the  wrong  line  number,  or  you 
tjped  the  checksum  incorrectly.  Spelling 
errors  could  be  the  wrong  number  of 
spaces  inside  quotes,  a  variable  spelled 
wrong,  or  a  word  misspelled.  Check  the 
line  in  the  magazine  again  and  correct  the 
mistake.  B 


COMMODORE  MMJAZINE     133 


Magazine  Entry  Program — 64- 


^VHIH^IHHP 

1033 

DATA 

91,91,00,20,20,20,20,20  ^^M 

1034 

DATA 

20, 20, 20, 20, 20, 20, 20, 20 

The  Magazine  Entry  Programs  arc  available  on  disk,  along  wiih  other  programs  in  this 
magazine,  for  $9.95.  To  order,  contact  Loadstar  at  1-800-83 1-2694. 

1035 

DATA 

20,20,20,20,20,20,20,91 

1036 

DATA 

0D, 51, 55, 4F, 54, 45,00,43 

1037 

DATA 

45, 59, 57, 4F, 52, 44, 00, 23 

10  PRINT" [CLEAR] POKING  -"; 

1038 

DATA 

20, 4F, 46, 20, 43, 48, 41, 52 

20  P=49152  :REM  $C000   (END  AT 

1039 

DATA 

41,43,54,45,52,53,00,55 

1040 

DATA 

4E, 49, 44, 45, 4E, 54,49,46 

49900/$C2EC) 

1041 

DATA 

49,45,44,00,4E,4F,20,43 

1042 

DATA 

48, 45, 43,46,53, 55,40,00 

30  READ  A$:IF  A$="END"THEN  110 

1043 

DATA 

C8,B1,7A,D0,FB,84,FD,C0 

40  L=ASC{MID$(AS,2,1) ) 

1044 

DATA 

09, 10, 03, 4C, 84, CI, 88, 88 

50  H=ASCtMID$(A$,l,l)  ) 

1045 

DATA 

88,88,88,B1,7A,C9,27,D0 

1046 

DATA 

13,A9,00,91,7A,C8,A2,00 

60  L=L-48:IF  L>9  THEN  L=L-7 

1047 

DATA 

B1,7A,9D,3C,03,C8,E8,E0 

70  H=H-48:IF  H>9  THEN  H=H-7 

1048 

DATA 

04,D0,F5,60,A9,04,4C,CA 

104  9 

DATA 

C0,A0, 00, 89,00,02,99, 40 

80  PRINT" [HOME, RIGHT12] "P; 

1050 

DATA 

03,F0,F0,C8,D0,F5,A0,00 

90  IF  H>15  OR  L>15  THEN  PRINT 

1051 

DATA 

B9,40,03,F0,E6,99,00,02 

1052 

DATA 

C8,D0,F5,20,96,C1,4C,12 

:PRINT"DATA  ERROR  IK  LINE"; 

f      ^—  ^p   J  ^   i-r  J  ^m    A*   jr   ^-   v«   ^   i-r  ^  g        «f  ^,^  ^     ^^   ^^ 

1053 

DATA 

C2,A0,09,A9,00,99,03,C0 

1000+INT( (P-49152)/8) :STOP 

1054 

DATA 

r         f                       r                      g                      f                      f     ^^    ^^     w      ^^   ^^ 

8D,3C,03,88,10,F7,A9,80 

100  B=H*16+L:P0KE  P,B:T=T+B:P=P+1 

1055 

DATA 

85, 02, A0, 00, 20, 58, CI, 20 

:GOTO  30 

1056 

DATA 

89,C1,20,ED,C1,E6,7A,E6 

1057 

DATA 

7B,20,7C,A5,A0,00,20,80 

110  IF  TO86200  THEN  PRINT 

1058 

DATA 

C0,F0,D0,24,02,F0,06,4C 

:PRINT"MISTAKE  IN  DATA  — >  CHECK 

1059 

DATA 

A8,C0,4C,CE,C1,C9,22,D0 

1060 

DATA 

06,20,8D,C0,4C,CE,C1,20 

DATA  STATEMENTS" :END 

1061 

DATA 

BA,C0,4C,CE,C1,A0,00,B9 

120  PRINT"DONE":END 

1062 

DATA 

00,02,20,7  4,C0,C8,90,0A 

1063 

DATA 

18,6D,07,C0,8D,07,C0,4C 

1000  DATA  4C, IF, C0, 00, 00, 00, 00, 00 

1001  DATA  00,00,00,00,00,00,00,21 

1064 

DATA 

EP,C1,88,A2,00,B9,00,02 

1002  DATA  C1,27,C1,2P,C1,3F,C1,4C 

1065 

DATA 

9D,00,02,F0,04,E8,C8,O0 

1003  DATA  C1,EA,EA,EA,4C,54,C0,A2 

1066 

DATA 

F4, 60, 18, AD, 09, C0, 6 9, 41 

1004  DATA  05,BD,19,C0,95,73,CA,10 

1067 

DATA 

8D,09,C0,38,AD,0A,C0,E9 

1005  DATA  F8, 60, 60, A0, 03,89,00,02 

1068 

DATA 

19,90,06,8D,0A,C0,4C,1C 

1006  DATA  D9,04,C1,D0,F5,88,10,F5 

1069 

DATA 

C2,AD,0A,C0,69,41,8D,0A 

1007  DATA  A0,05,B9,A2,E3,99,73,00 

1070 

DATA 

C0, AD, 03, €0,60,0 5, C0, 48 

1008  DATA  88,10,F7,A9,00,8D,18,D4 

1071 

DATA 

AD,04,C0,6D,06,C0,8D,0C 

1009  DATA  4C,EF,C0,E6,7A,D0,02,E6 

1072 

DATA 

C0,68,6D,08,C0,8D,0B,C0 

1010  DATA  7B,4C,79,00,A5,9D,F0,F3 

1073 

DATA 

AD,0C,C0,6D,07,C0,8D,0C 

1011  DATA  A5,7A,C9,FF,D0,ED,A5,7B 

1074 

DATA 

C0,3a,E9,19,90,06,8D,0C 

1012  DATA  C9,01,D0,E7,20,2B,C0,AD 

1075 

DATA 

C0,4C,52,C2,AD,0C,C0,69 

1013  DATA  00,02,20,74,C0,90,DC,A0 

1076 

DATA 

41,8D,0C,C0,AD,0B,C0,E9 

1014  DATA  00,4C,A9,C1,C9,30,30,06 

1077 

DATA 

19,90,06,8D,0B,C0,4C,67 

1015  DATA  C9,3A,10,02,38,60,18,60 

1078 

DATA 

C2,AD,0B,C0,69,41,8D,0B 

1016  DATA  C8,B1,7A,C9, 20, D0, 03,08 

1079 

DATA 

C0,A0,01,AD,09,C0,CD,3C 

1017  DATA  D0,F7,B1,7A,60,18,C8,B1 

1080 

DATA 

03,D0,20,C8,AD,0A,C0,CD 

1018  DATA  7A,F0,37,C9,22,F0,F5,6D 

1081 

DATA 

3D,03,D0,17,C8 ,AD,0B,C0 

1019  DATA  03,C0,8D,03,C0,AD,04,C0 

1082 

DATA 

CD, 3E, 03,00 ,0E,AD, 0C,C0 

1020  DATA  69,00,8D,04,C0,4C,8E,C0 

1083 

DATA 

CD,3F,03,D0,06,20,CC,C2 

1021  DATA  18,6D,05,C0,8D,05,C0,90 

1022  DATA  03,EE,06,C0,EE,09,C0;4C 

1084 

DATA 

4C,4B,C0,93,48,68,4C,CA 

1023  DATA  CE,C1,18,6D,08,C0,8D,08 

1085 

DATA 

C0,A9,20,8D,00,D4,8D,01 

1024  DATA  C0,90,03,EE,07,C0,EE,0A 

1086 

DATA 

D4,A9,09,8D,05,D4,A9,0F 

1025  DATA  C0,60,0A,A8,B9,0F,C0,85 

1087 

DATA 

8O,18,D4,60,20,A9,C2,A9 

1026  DATA  FB,B9,10,C0,85,FC,A0,00 

1088 

DATA 

81,20,DF,C2,A9,80,20,DF 

1027  DATA  A9,12,20,D2,FF,B1,FB,F0 

1089 

DATA 

C2,4C,D9,C2,20,A9,C2,A9 

1028  DATA  05,20,D2,FF,C8,D0,F6,20 

1090 

DATA 

11,20,OF,C2,A9,10,20,DF 

1029  DATA  BC,C2,20,E4,FF,F0,FB,A0 

1091 

DATA 

C2,A9,00,8O,04,D4,60,8D 

1030  DATA  18,B9,08,C1,20,D2,FF,83 

1092 

DATA 

04,D4,A2,70,A0,00,88,D0 

1031  DATA  10, F7, 68, 68, A9, 00,80,00 

1093 

DATA 

FD,CA,D0,FA,60,END 

1032  DATA  02,4C,74,A4,4B,49,4C,4C 

(fN.a) 

134     DECEMBER  1987 


iagazine  Entry  Program — 128 


5  TRAP  200 

10  PRINT" [CLEARl POKING  -" ; 

20    P=4864  :REM  $1300   (END  AT 

5545/$15A9) 
30  READ  AS: IF  A$="END"THEN  110 
80  PRINT" [HOME, RIGHT12] "P; 

100  B=DEC(A$) :POKE  P,B: T=T+B : P=P+1 
:GOTO  30 

110  IF  T059382  THEN  PRINT 

:PRINT"MISTAKE  IN  DATA  — >  CHECK 
DATA  STATEMENTS": END 
1000  DATA  4C,1E,13,4C,3A,13,00,00 
^001  DATA  8E, 00, F7, 00, 42, 41, 51, 57 
'■1002  DATA  0D, 00, 00,43,08, 14, 0E, 14 

1003  DATA  16, 14, 26, 14, 33, 14, A9, 00 

1004  DATA  8D, 00, FF, AD, 04, 03,80,12 

1005  DATA  13, AD, 05, 03, 8D, 13, 13, A2 

1006  DATA  4A,A0, 13, 8E, 04, 03,80,05 

1007  DATA  03, 60, AD, 12, 13, 80,04,03 

1008  DATA  AD, 13, 13,80,05, 03,60,60 

1009  DATA  12,13,A5,7F,D0,F9,AD,00 

1010  DATA  02,20,5B,13,90,F1,A0,00 

1011  DATA  4C,6F,14,C9,30,30,06,C9 

1012  DATA  3A, 10, 02, 38, 60, 18, 60, 08 

1013  DATA  Bl, 3D, 09, 20, 00,03,08,00 

1014  DATA  F7,B1,3D,60,18,C8,B1,3D 

1015  DATA  F0,35,C9,22,F0,F5,6D,06 

1016  DATA  13, 80,06,13, AD, 07, 13, 69 

1017  DATA  00,80,07,13,40,75,13,18 

1018  DATA  60,08,13,80,08,13,90,03 

1019  DATA  EE,09,13,EE,0O,13,60,18 

1020  DATA  6D,0B,13,8D,0B,13,90,03 

1021  DATA  EE,0A,13,EE,0D,13,60,0A 

1022  DATA  A8,B9,14,13,85,FB,B9,15 

1023  DATA  13,85,FC,A0,00,8C,00,FF 

1024  DATA  A9,12,20,O2,FF,B1,FB,F0 

1025  DATA  06, 20, 02, FF, 08, 00, F6, 20 

1026  DATA  79,15,20,A3,15,20,E4,FF 

1027  DATA  F0,FB,A0,1B,B9,EF,13,20 

1028  DATA  D2,FF,88,10,F7,68,68,A9 

1029  DATA  00,80,00, 02,40,67, 40,91 

1030  DATA  91,00,20,20,20,20,20,20 

1031  DATA  20,20,20,20,20,20,20,20 

1032  DATA  20,20,20,20,20,20,91,00 

1033  DATA  51, 55, 4F, 54, 45, 00, 4B, 45 

1034  DATA  59, 57, 4F, 52, 44, 00, 23, 20 

1035  DATA  4F, 46,20, 43, 48, 41, 52, 41 

1036  DATA  43, 54, 45, 52, 53, 00, 55, 4E 

1037  DATA  49, 44, 45, 4E, 54, 49, 46, 49 


1038 

DATA 

1039 

DATA 

1040 

DATA 

1041 

DATA 

1042 

DATA 

1043 

DATA 

1044 

DATA 

1045 

DATA 

1046 

DATA 

1047 

DATA 

1048 

DATA 

1049 

DATA 

1050 

DATA 

1051 

DATA 

1052 

DATA 

1053 

DATA 

1054 

DATA 

1055 

DATA 

1056 

DATA 

1057 

DATA 

1058 

DATA 

1059 

DATA 

1060 

DATA 

1061 

DATA 

1062 

DATA 

1063 

DATA 

1064 

DATA 

1065 

DATA 

1066 

DATA 

1067 

DATA 

1068 

DATA 

1069 

DATA 

1070 

DATA 

1071 

DATA 

1072 

DATA 

1073 

DATA 

1074 

DATA 

1075 

DATA 

1076 

DATA 

1077 

DATA 

1078 

DATA 

1079 

DATA 

1080 

DATA 

1081 

DATA 

1082 

DATA 

1083 

DATA 

1084 

DATA 

1085 

DATA 

45,44,00,4E,4F,20,43,48 
45, 43, 4B, 53, 55, 40, 00, 08 
Bl, 3D, 00, FB, 98, 30, 04, 09 
06, 30, IE, 88, 88, 88, 88, 88 
B1,3D,C9,27,D0,13,A9,00 
91,3D,C8,A2,00,B1,3O,9O 
00,0B,C8,E8,E0,04,D0,F5 
60, 40, 50, 15, 40, 05, 14, A0 
09, A9, 00, 99, 06, 13,80,00 
0B,88,10,F7,A9,80,85,FD 
A0,00,20,3F,14,20,AE,14 
20,0O,4  3,8  4,FA,A0,FF,20 
67,13,F0,D8,24,FO,F0,06 
20,8F,13,4C,8F,14,C9,22 
00, 05, 20, 74, 13, 40, 8F, 14 
20,9F,13,4C,8F,14,A0,00 
B9,  00, 02, 20, 5B, 13, 08, 90 
0A,18,6D,0A,13,8D,0A,13 
4C,B0,14,8  8,60,18,AO,0C 
13, 69, 41, 80,00,13, 38, AD 
00, 13, E9, 19, 90, 06,80,00 

13,  40, OF, 14, AD, 00,13,69 
41,80,00,13, AD, 06,13,60 
08, 13, 48, AD, 07, 13, 60, 09 
13,8O,0F,13,6  8,6D,0B,13 
8D,0E,13,AD,0F,13,6O,0A 
13, 80, 0F, 13, 3 8, E9, 19, 90 
06, 80, 0F, 13, 40, 05,1 5, AO 
0F, 13, 69, 41, 80, 0F, 13, AD 
0E,13,E9,19,90,06,8D,0E 
13,4O,1A,15,AO,0E,13,69 
41,8O,0E,13,A0,01,AD,0O 
13, OD, 00, 0B, 00, 20, 08, AD 
0D, 13, 00, 01, 0B, 00, 17,08 
AD,0E,13,CD,02,0B,D0,0E 
AO,0F,13,OO,03,0B,D0,06 
20, 8 9, 15, A4, FA, 60, 98, 48 
68,4C,AP,13,A9,04,4C,AF 
13,A9,00,8D,00,FF,A9,20 
8D,00,D4,8O,01,D4,A9,09 
8D,0  5,D4,A9,0F,8O,18,O4 
60, 20, 61, 15, A9, 81, 20, 90 
15, A9, 8 0,20, 90, 15, 40, 96 
15, 20, 61, 15, A9, 11, 20, 90 
15, A9, 10, 20, 90, 15, A9, 00 
8D,04,D4,60,8D,04,D4,A2 
70,A0,00,88,D0,FO,CA,D0 
FA, 60, END 


'miD 


COMMODORE  M«3AZINE     135 


128  Users  Only '128  Mode- 

tContimmi  frnm  pi<.  64 
4140 


4200 


4210 


4220 

4225 

4227 
4230 

4235 
4240 
4245 
4250 
4255 

4260 


4265 


RETURN 'BAQB 

SLOW: PRINT" [H0ME2 , CLEAR, RVS , BLUE] 

[SHFT  H]   [BLACK) =[SHFT  H] 
ITTERS'  STATS [SPACE2, BLUE] 
[SHFT  I]   [BLACK]= [SHFT  P] 
ITCHERS'  STATS  "'CCSO 
PRINT  "[RVS, BLUE]   [SHFT  P] 
[BLACK] = [SHFT  P] RINTER [SPACE9 , 
BLUE]   [SHFT  X]   [ BLACK] = [SHFT  E] 
XIT[SPACE12] "ET$'BDSL 
DOiGET  KEY  A$:IF  A$="X"THEN 
EXIT'HGLG 

F=3:A=0:IF  A$="P"THEN  F=4 
:A=20'HOXN 
OPEN  4,F,7'BFRI 

IF  A$="P"THEN  GOSUB  4260:PRINT#4 
IGOSUB  4265:GOTO  4250'HSFJ 
PRINT" [CLEAR, D0WN3 , RVS] "; ' BBWH 
IF  A$  =  "H"'i-HEN  GOSUB  4260 'EGJF 
IF  A$="I"THEN  GOSUB  4265' EGPK 
CLOSE  4:L00P'CCYE 

PRINT" [H0ME2, CLEAR] " :GRAPHIC  GM 
: RETURN 'DEXL 

PRINT#4,TAB(A) "-[SHFT  P] LAYER 
[SPACE?, SHFT  A, SHFT  B,SPACE3, 
SHFT  H,SPACE4,SHFT  B2, SPACES, 
SHFT  H,SHFT  R , SPACE4 , SHFT  A] VE 
[SPACE2] ":FOR  T=l  TO  B 
:PRINT#4,TAB(A)aS$(0,T) ; 
:PRI-NT#4,USING"  .###";EB(-T)  :NEXT 
: RETURN 'LISF 

PRINT#4,TAB(A) "- [SHFT  PJLAYER 
[SPACE7,SHFT  I, SHFT  P,SPACE3, 
SHFT  H,SPACE4,SHFT  S,SHFT  0, 
SPACE3,SHFT  B2 , SPACE4 , SHFT  E, 
SHFT  R,SHFT  A,SPACE2]" 

FOR  T=C  TO  1  STEP-1 

PRINT#4,TAB(A)BSS(1,T) ; 

PRINT#4,USING"#.##";EA(T) 

RETURN 'NJWN 


NEXT 
END 


File  Converter 


10  E$=CHR§ (27) :DIM  X§(500)'DOOB 
20  PRINT" [CLEAR] " : DIRECTORY"BB. *" ' CBCB 
30  PRINT" [HOME, DOWN] " : A$= "BB . " ' CDTB 
40  DO  UNTIL  LEFTS (A$,3)<>"BB." 

: PRINT  E$"K[LEFT3,SPACE31"E$"J"; 

'GMQK 

50  POKE  208,1:POKE  842,13'CMPE 

60  INPUT  A$:GOSUB  100'CGPE 

70  LOOP'BAKD 

80  PRINT" [CLEAR, BELL, SHFT  D]ONE!"*BAEG 

90  END'BACF 

100  D0PEN#2, (AS) :C=0'CLKX 

110  D0:C=C+1:INPUT#2,XS(C) 'EMYB 

120  LOOP  UNTIL  X$(C)="EOF"'DFJB 

13  0  DCLOSE'BBNY 

140  SCRATCH(A$) :D0PEN#2, (A$) ,W'CPQD 

150  FOR  T=l  TO  C  STEP  7 : PRINT#2 , X$ (T) 

:PRINT#2,X$(T+1) 'HVBI 

160  FOR  1=2  TO  6:PRINT#2,X$(T+I) 

:PRINT#2,STR$(0) :NEXT:NEXT'JUJK 

17  0  DCLOSE:  RETURN 'CCMD  „_ 

iND 


Advertiser 

Render 
Response 

NO. 

Pogs 
No. 

Abacus  Software 

1 

47 

Acorn  ot  Indiana 

2 

122 

Action  Solt 

3 

28,29 

Activision 

4 

13,36,59 

Avalon  Hill  Game  Co 

5 

n 

Berkeley  Softworks 

6 

14,15.50,51 

Briwoll 

7 

105 

Cheatsheel  Products 

8 

126 

Connmodore  Business  Mactiines 

* 

61,81,95,101 

ConnpuServe 

9 

27 

Computer  Direct  (Ptotecto) 

10    128.129,130,131 

Cosmi 

11 

31 

Co  vox 

12 

127 

Mo  East  USA 

13 

17,49 

Electronic  Arts 

14 

C2,2 

Electronic  One 

15 

107 

Elmwood  Software 

16 

99 

Epyx 

17 

23,53 

FirebifO  Licensees 

18 

41 

Free  Spirit  Sottwore 

19 

120 

Gold  Disk 

20 

63 

H  &  P  Computer 

21 

113 

InConTrol 

22 

91 

Infocom 

23 

43 

Ketek 

24 

93 

LonceHaftner  Games 

25 

125 

Loadstar 

26 

37 

Micro  Illusions 

27 

5 

Micro  League  Sports  Association 

28 

39 

Micron  Tectinology 

29 

87 

MicfoProse 

30 

19,55 

Microsoti  Press 

31 

103 

Midwest  Sottwore 

32 

124 

Montgomery  Grant 

33 

109 

Nolionwide  Computer  Industries 

34 

124 

Origin  Systems 

35 

C3 

Potecfi  Software 

36 

97 

Preowned  Electronics 

37 

116 

Pro-Tecti-Tronics 

38 

117 

Protessional  Software 

39 

1 

Psygnosis 

40 

35 

Ouontum  Computer  Services 

41 

32,33 

R.J.  BracMmon 

42 

127 

S&SWtiolesaiers 

43 

56,57,111,123 

1  Spectrum  Holobyte 

44 

45 

Strategic  Simulations 

45 

C4 

SubLogic  Corporation 

46 

25 

T.R,  Software 

47 

122 

Tevex 

48 

89 

Timeworks 

49 

20,21 

Tussey  Computer  Products 

50 

6,7 

Uptime  Magazine 

51 

9 

Xetec 

52 

119 

•No  Reoder  Response  Number  given  at  Advertiser's  Request. 


L36     DECEMBER  1987 


The  wait  is  overl^ 

but  the  excitement 
has  just  beguni^^ 


More  than  two  years  in  the  making,  Warriors 
of  Destiny  sets  the  new  standard  foj  role- 
playing  games.  No  other  game  can  Q||r!^  ^, 
you  as  beautifully  detailed  a  world        -^  ^ 
or  as  exciting  an  adventure. 
Ultima  V  is  the  game  for  all 
role-playing  gamers:  Warriors 
of  Destiny  will  enchant  the 
novice  and  challenge  the  expert 


Highlight*;  of  I  UimaV 

•  Powerful  new  combat  and  magic  ^  , 
systems,  increasing  in  sophistication 

as  your  skill  increases. 

•  Over  twice  the  graphic  detail,  anima- 
tion and  sound  effects  of  earlier  games. 

•  Hundreds  of  truly  life-like  people  who  <an 
carry  on  complex  conversations  •■*** 
and  interactions         -                      - 
with  yof • 


^^=55^ 


■:''Sy^^^^^'- 


t^M5^ 


^ 


vTC 


^art^ 


mi 

^f>   , 

W 

gC'j 

^Hr      ^i^j^^^^^vj 

HF '.^^^^H^^^^^^^^H 

:&-* 


ecn  displays  shown  from  the 
pplc™ .  CHt*ts  n»J  v»ry. 

'AUasy^  tfieWf^'of  Ultlm*  IV 


AFTER  WE^VE  WON 
FOUR  OF  THE  MOST 
PRESTIGIOUS  AWARDS 

A  WARGAME  CAN  WIN, 

WHAT  CAN  WE  DO 

FOR  AN  ENCORE?       '  ^^ 


We  were  understandably  proud  when  GETTYSBURG:  The 
Turning  Point"  won  not  one,  but  four  prestigious  awards: 
■  Origins'  Charles  Roberts  Award,  Best  Military/Strategy 
Computer  Game.    IM  Compuxer  Gaming  World's  Strategy  Game 
of  the  Year.    &  Family  Compuiing's  Critics'  Choice  Award, 
Best  Strategy  and  Tactics  Game.   ■  Fire  &  Mof etnent's  Computer 
Wargame  of  the  Year. 

So  what  can  SSI  do  for  an  encore? 

Our  game  designers  went  back  to  the  drawing  board  and  took  on 
the  daunting  task  of  making  an  even  better  game  system. 

The  result  of  all  the  hard  work;  SH/LOH:  Grant's  Trial  in  the  WesC 

This  superb  simulation  includes  three  games  to  satisfy  all  Civil  War  fans. 
The  Introductory  Game  featutes  joystick  control  to  make  playing  even  easier 
for  the  beginner.  The  Intermediate  and  Advanced  Games,  with  theit  progres 
sively  more  complex  rules,  will  challenge  even  the  most  hardcore  of  wargamers. 
We  then  lowered  the  price  to  please  everyone's  pocketbook. 

Refinemenrs  in  the  game  system  include  the  ability  during  play  t 
between  an  overall  strategic  display  and  a  super-detailed  tactical  map. 
morale  rules  for  "green,"  untried  troops  have  also  been  added. 

In  judging  our  handiwork,  we  are  convinced  SHILOH  will  soon 
claim  its  own  space  in  our 
trophy  case. 

Look  for  all  our  Civil  War 
titles  at  your  local  computet/ 
software  or  game  store  today. 
All  SSI  games  carry  a  "M-day 
satis/action  or  your  money  hack" 
guarantee.  Write  or  call  for  a 
free  color  catalog  of  our  full  line. 


STRATEGIC  SIMULATIONS, 

1046  N.Rengstorff  Avenue 
Mountain  View,  CA  94043 
(415)  964-1353 


Our  four  Civil  War  titles  for  Apple,  IBM,  C-64/I28  and  Atari  8-bit  computers. 


BATTLE  OF 
^'IIETA.M 


$49.95 


$59.95 


$49.95 


If  there  are  no  convenient  stores  near  you,  VISA  and  MC  holders  Can  order  these  games  by 
calling  toll'free  800'443»0I00,  jt33S.  Or  send  your  check  to  SSI.  CA  residents,  add  appli 
cable  sales  tax.  Please  specify  computer  format  and  add  $2.00  for  shipping  and  handling.